afegida tecla per activar o desactivar el vsync
This commit is contained in:
@@ -29,6 +29,9 @@ add_executable(${PROJECT_NAME} ${SOURCES})
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
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target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
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# Definir _DEBUG en modo Debug
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target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:DEBUG>)
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# Enlazar la librería SDL3
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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@@ -40,9 +40,10 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
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| **F3** | Alterna entre mode de pantalla completa i finestra |
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| **F4** | Activa o desactiva el filtre de pantalla |
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| **F5** | Activa o desactiva el mode d'escalat sencer |
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| **F6** | Activa o desactiva l'àudio |
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| **F7** | Activa o desactiva el dispar automàtic |
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| **F8** | Canvia l'idioma del joc (Provoca el reinici) |
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| **F6** | Activa o desactiva el sincronisme vertical |
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| **F7** | Activa o desactiva l'àudio |
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| **F8** | Activa o desactiva el dispar automàtic |
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| **F9** | Canvia l'idioma del joc (Provoca el reinici) |
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| **F10** | Reinicia el joc |
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<p align="center">
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@@ -405,3 +405,6 @@ Mode d'escalat sencer
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## 135 - VARIOS
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Filtre
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## 136 - VARIOS
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Sincronisme vertical
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@@ -405,3 +405,6 @@ Integer scale
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## 135 - VARIOS
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Filter
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## 136 - VARIOS
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Vertical Sync
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@@ -405,3 +405,6 @@ Modo de escalado entero
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## 135 - VARIOS
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Filtro
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## 136 - VARIOS
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Sincronismo vertical
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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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@@ -75,14 +75,19 @@ namespace globalInputs
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}
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// Cambia el modo de escalado entero
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void toggleintegerScale()
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void toggleIntegerScale()
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{
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options.video.integer_scale = !options.video.integer_scale;
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SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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Screen::get()->setFullscreenMode();
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Screen::get()->toggleIntegerScale();
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Notifier::get()->show({lang::getText(134) + " " + boolToOnOff(options.video.integer_scale)});
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}
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// Activa / desactiva el vsync
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void toggleVSync()
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{
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Screen::get()->toggleVSync();
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Notifier::get()->show({lang::getText(136) + " " + boolToOnOff(options.video.v_sync)});
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}
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// Activa o desactiva los shaders
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void toggleShaders()
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{
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@@ -228,14 +233,14 @@ namespace globalInputs
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}
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// Audio
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if (Input::get()->checkInput(InputAction::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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if (Input::get()->checkInput(InputAction::TOGGLE_AUDIO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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toggleAudio();
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return;
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}
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// Autofire
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if (Input::get()->checkInput(InputAction::AUTO_FIRE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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if (Input::get()->checkInput(InputAction::TOGGLE_AUTO_FIRE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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toggleFireMode();
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return;
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@@ -249,20 +254,27 @@ namespace globalInputs
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}
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// Shaders
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if (Input::get()->checkInput(InputAction::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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if (Input::get()->checkInput(InputAction::TOGGLE_VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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toggleShaders();
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return;
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}
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if (Input::get()->checkInput(InputAction::VIDEO_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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// Integer Scale
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if (Input::get()->checkInput(InputAction::TOGGLE_VIDEO_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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toggleintegerScale();
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toggleIntegerScale();
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return;
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}
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// VSync
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if (Input::get()->checkInput(InputAction::TOGGLE_VIDEO_VSYNC, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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toggleVSync();
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return;
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}
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#ifdef DEBUG
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// Comprueba el teclado para mostrar la información de debug
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// Debug info
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if (Input::get()->checkInput(InputAction::SHOW_INFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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Screen::get()->toggleDebugInfo();
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@@ -299,7 +311,7 @@ namespace globalInputs
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// Audio
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if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
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Input::get()->checkInput(InputAction::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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Input::get()->checkInput(InputAction::TOGGLE_AUDIO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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{
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toggleAudio();
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return;
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@@ -307,7 +319,7 @@ namespace globalInputs
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// Shaders
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if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
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Input::get()->checkInput(InputAction::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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Input::get()->checkInput(InputAction::TOGGLE_VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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{
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toggleShaders();
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return;
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@@ -276,7 +276,7 @@ bool Input::discoverGameControllers()
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SDL_SetGamepadEventsEnabled(true);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, ">> FINISHED LOOKING FOR GAME CONTROLLERS");
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> FINISHED LOOKING FOR GAME CONTROLLERS");
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return found;
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}
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@@ -437,9 +437,9 @@ void Input::initSDL()
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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_GAMEPAD: INITIALIZING");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_GAMEPAD: INITIALIZING");
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discoverGameControllers();
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** SDL_GAMEPAD: INITIALIZATION COMPLETE\n");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_GAMEPAD: INITIALIZATION COMPLETE\n");
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}
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}
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}
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@@ -37,15 +37,16 @@ enum class InputAction : int
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WINDOW_FULLSCREEN,
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WINDOW_INC_SIZE,
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WINDOW_DEC_SIZE,
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VIDEO_SHADERS,
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VIDEO_INTEGER_SCALE,
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TOGGLE_VIDEO_SHADERS,
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TOGGLE_VIDEO_INTEGER_SCALE,
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TOGGLE_VIDEO_VSYNC,
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RESET,
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MUTE,
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TOGGLE_AUDIO,
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CHANGE_LANG,
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SHOW_INFO,
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CONFIG,
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SWAP_CONTROLLERS,
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AUTO_FIRE,
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TOGGLE_AUTO_FIRE,
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// Input obligatorio
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NONE,
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@@ -144,10 +144,12 @@ Uint32 JA_UpdateCallback(void *userdata, SDL_TimerID timerID, Uint32 interval)
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}
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else
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{
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if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0)
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if (channels[i].stream && SDL_GetAudioStreamAvailable(channels[i].stream) == 0)
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{
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JA_StopChannel(i);
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}
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}
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}
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return 30;
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}
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@@ -158,12 +160,12 @@ void JA_Init(const int freq, const SDL_AudioFormat format, const int channels)
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG);
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#endif
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SDL_Log("Iniciant JailAudio...");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "Iniciant JailAudio...");
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JA_audioSpec = {format, channels, freq};
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if (!sdlAudioDevice)
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SDL_CloseAudioDevice(sdlAudioDevice);
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sdlAudioDevice = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &JA_audioSpec);
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SDL_Log((sdlAudioDevice == 0) ? "Failed to initialize SDL audio!\n" : "OK!\n");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, (sdlAudioDevice == 0) ? "Failed to initialize SDL audio!\n" : "OK!\n");
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// SDL_PauseAudioDevice(sdlAudioDevice);
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JA_timerID = SDL_AddTimer(30, JA_UpdateCallback, nullptr);
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}
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@@ -313,7 +313,7 @@ bool Screen::initSDL()
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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_VIDEO: INITIALIZING\n");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_VIDEO: INITIALIZING\n");
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getDisplayInfo();
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@@ -331,16 +331,6 @@ bool Screen::initSDL()
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}
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else
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{
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// Crea un renderizador para la ventana. El vsync se activa en función de las opciones
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// Uint32 flags = 0;
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if (options.video.v_sync)
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{
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// flags = SDL_RENDERER_PRESENTVSYNC;
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}
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// La aceleración se activa según el define
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// flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
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renderer_ = SDL_CreateRenderer(window_, nullptr);
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if (!renderer_)
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@@ -352,13 +342,14 @@ bool Screen::initSDL()
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{
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SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
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SDL_SetRenderLogicalPresentation(renderer_, param.game.width, param.game.height, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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SDL_SetWindowFullscreen(window_, static_cast<Uint32>(options.video.fullscreen));
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SDL_SetWindowFullscreen(window_, options.video.fullscreen);
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SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
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SDL_SetRenderVSync(renderer_, options.video.v_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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}
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}
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** SDL_VIDEO: INITIALIZATION COMPLETE\n");
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_VIDEO: INITIALIZATION COMPLETE\n");
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return success;
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}
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@@ -403,3 +394,17 @@ void Screen::getDisplayInfo()
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SDL_free(displays);
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}
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}
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// Activa / desactiva el escalado entero
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void Screen::toggleIntegerScale()
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{
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options.video.integer_scale = !options.video.integer_scale;
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SDL_SetRenderLogicalPresentation(Screen::get()->getRenderer(), param.game.width, param.game.height, options.video.integer_scale ? SDL_LOGICAL_PRESENTATION_INTEGER_SCALE : SDL_LOGICAL_PRESENTATION_LETTERBOX);
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}
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// Activa / desactiva el vsync
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void Screen::toggleVSync()
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{
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options.video.v_sync = !options.video.v_sync;
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SDL_SetRenderVSync(renderer_, options.video.v_sync ? 1 : SDL_RENDERER_VSYNC_DISABLED);
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}
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@@ -158,7 +158,7 @@ private:
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bool attenuate_effect_ = false; // Indica si la pantalla ha de estar atenuada
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#ifdef DEBUG
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bool show_debug_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
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bool show_debug_info_ = true; // Indica si ha de mostrar/ocultar la información de la pantalla
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#else
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bool show_debug_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
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#endif
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@@ -254,6 +254,12 @@ public:
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// Activa / desactiva la información de debug
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void toggleDebugInfo() { show_debug_info_ = !show_debug_info_; }
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// Activa / desactiva el escalado entero
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void toggleIntegerScale();
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// Activa / desactiva el vsync
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void toggleVSync();
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// Getters
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SDL_Renderer *getRenderer() { return renderer_; }
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@@ -195,17 +195,17 @@ void Title::checkInput()
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if (!define_buttons_->isEnabled())
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{
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// Comprueba todos los métodos de control
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for (const auto &controller : options.controllers)
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for (const auto &CONTROLLER : options.controllers)
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{
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// START
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if (Input::get()->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
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!Input::get()->checkInput(InputAction::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
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if (Input::get()->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) &&
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!Input::get()->checkInput(InputAction::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index))
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{
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if ((state_ == TitleState::LOGO_FINISHED || ALLOW_TITLE_ANIMATION_SKIP) && !fade_->isEnabled())
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{
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JA_PlaySound(Resource::get()->getSound("game_start.wav"));
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/*JA_FadeOutMusic(1500);*/
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switch (controller.player_id)
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JA_FadeOutMusic(1500);
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switch (CONTROLLER.player_id)
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{
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case 1:
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selection_ = section::Options::GAME_PLAY_1P;
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@@ -224,18 +224,18 @@ void Title::checkInput()
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}
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// SWAP_CONTROLLERS
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if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
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Input::get()->checkInput(InputAction::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
|
||||
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) &&
|
||||
Input::get()->checkInput(InputAction::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index))
|
||||
{
|
||||
swapControllers();
|
||||
return;
|
||||
}
|
||||
|
||||
// CONFIG
|
||||
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
|
||||
Input::get()->checkInput(InputAction::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
|
||||
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index) &&
|
||||
Input::get()->checkInput(InputAction::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, CONTROLLER.type, CONTROLLER.index))
|
||||
{
|
||||
define_buttons_->enable(controller.index);
|
||||
define_buttons_->enable(CONTROLLER.index);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -264,7 +264,9 @@ void Title::resetCounter() { counter_ = 0; }
|
||||
void Title::swapControllers()
|
||||
{
|
||||
if (Input::get()->getNumControllers() == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
swapOptionsControllers();
|
||||
showControllers();
|
||||
@@ -284,19 +286,19 @@ void Title::showControllers()
|
||||
// Crea vectores de texto vacíos para un número máximo de mandos
|
||||
constexpr size_t NUM_CONTROLLERS = 2;
|
||||
std::vector<std::string> text(NUM_CONTROLLERS);
|
||||
std::vector<int> playerControllerIndex(NUM_CONTROLLERS, -1);
|
||||
std::vector<int> player_controller_index(NUM_CONTROLLERS, -1);
|
||||
|
||||
// Obtiene de cada jugador el índice del mando que tiene asignado
|
||||
for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
|
||||
{
|
||||
// Ejemplo: el jugador 1 tiene el mando 2
|
||||
playerControllerIndex.at(options.controllers.at(i).player_id - 1) = i;
|
||||
player_controller_index.at(options.controllers.at(i).player_id - 1) = i;
|
||||
}
|
||||
|
||||
// Genera el texto correspondiente
|
||||
for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
|
||||
{
|
||||
const size_t index = playerControllerIndex.at(i);
|
||||
const size_t index = player_controller_index.at(i);
|
||||
if (options.controllers.at(index).plugged)
|
||||
{
|
||||
text.at(i) = lang::getText(100) + std::to_string(i + 1) + ": " + options.controllers.at(index).name;
|
||||
|
||||
Reference in New Issue
Block a user