afegida tecla per activar o desactivar el vsync
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@@ -4,7 +4,7 @@
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#include <SDL3/SDL_error.h> // Para SDL_GetError
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#include <SDL3/SDL_gamepad.h> // Para SDL_GamepadButton
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#include <SDL3/SDL_init.h> // Para SDL_Init, SDL_Quit, SDL_INIT_AUDIO
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#include <SDL3/SDL.h> // Para SDL_Log, SDL_LogCategory, SDL_LogE...
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#include <SDL3/SDL.h> // Para SDL_Log, SDL_LogCategory, SDL_LogE...
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#include <SDL3/SDL_scancode.h> // Para SDL_Scancode
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#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOOLONG
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#include <stdio.h> // Para printf, perror
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@@ -49,12 +49,12 @@ Director::Director(int argc, const char *argv[])
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section::name = section::Name::GAME;
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section::options = section::Options::GAME_PLAY_1P;
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#elif DEBUG
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section::name = section::Name::LOGO;
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section::name = section::Name::INTRO;
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#else // NORMAL GAME
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section::name = section::Name::LOGO;
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#endif
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section::options = section::Options::NONE;
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section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
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#endif
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// Establece el nivel de prioridad de la categoría de registro
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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@@ -171,12 +171,13 @@ void Director::bindInputs()
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Input::get()->bindKey(InputAction::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputAction::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputAction::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputAction::VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputAction::MUTE, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputAction::AUTO_FIRE, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputAction::CHANGE_LANG, SDL_SCANCODE_F8);
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Input::get()->bindKey(InputAction::TOGGLE_AUDIO, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputAction::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8);
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Input::get()->bindKey(InputAction::CHANGE_LANG, SDL_SCANCODE_F9);
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Input::get()->bindKey(InputAction::RESET, SDL_SCANCODE_F10);
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@@ -224,8 +225,8 @@ void Director::bindInputs()
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Input::get()->bindGameControllerButton(i, InputAction::EXIT, InputAction::START);
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Input::get()->bindGameControllerButton(i, InputAction::RESET, InputAction::FIRE_CENTER);
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Input::get()->bindGameControllerButton(i, InputAction::PAUSE, InputAction::FIRE_RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::VIDEO_SHADERS, InputAction::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::MUTE, InputAction::LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_VIDEO_SHADERS, InputAction::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_AUDIO, InputAction::LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::SHOW_INFO, InputAction::RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::CONFIG, InputAction::DOWN);
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Input::get()->bindGameControllerButton(i, InputAction::SWAP_CONTROLLERS, InputAction::UP);
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@@ -262,7 +263,7 @@ void Director::initJailAudio()
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}
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else
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n** SDL_AUDIO: INITIALIZING\n");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_AUDIO: INITIALIZING\n");
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JA_Init(48000, SDL_AUDIO_S16LE, 2);
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if (options.audio.enabled)
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@@ -276,7 +277,7 @@ void Director::initJailAudio()
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JA_SetSoundVolume(0);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** SDL_AUDIO: INITIALIZATION COMPLETE\n");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_AUDIO: INITIALIZATION COMPLETE\n");
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}
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}
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