Options: renombrats els metodes
This commit is contained in:
@@ -86,14 +86,14 @@ Director::~Director()
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void Director::init()
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{
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// Configuración inicial de recursos
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Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
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setFileList(); // Crea el índice de archivos
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Options::loadOptionsFile(Asset::get()->get("config.txt")); // Carga el archivo de configuración
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loadParams(); // Carga los parámetros del programa
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loadScoreFile(); // Carga el archivo de puntuaciones
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Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
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setFileList(); // Crea el índice de archivos
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Options::loadFromFile(Asset::get()->get("config.txt")); // Carga el archivo de configuración
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loadParams(); // Carga los parámetros del programa
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loadScoreFile(); // Carga el archivo de puntuaciones
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// Inicialización de subsistemas principales
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Lang::setLanguage(Options::game.language); // Carga el archivo de idioma
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Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
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Screen::init(); // Inicializa la pantalla y el sistema de renderizado
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Audio::init(); // Activa el sistema de audio
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Resource::init(); // Inicializa el sistema de gestión de recursos
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@@ -108,7 +108,7 @@ void Director::init()
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void Director::close()
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{
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// Guarda las opciones actuales en el archivo de configuración
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Options::saveOptionsFile(Asset::get()->get("config.txt"));
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Options::saveToFile(Asset::get()->get("config.txt"));
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// Libera los singletons y recursos en orden inverso al de inicialización
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Notifier::destroy(); // Libera el sistema de notificaciones
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@@ -141,7 +141,7 @@ void Director::loadParams()
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// Carga el fichero de puntuaciones
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void Director::loadScoreFile()
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{
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auto manager = std::make_unique<ManageHiScoreTable>(Options::game.hi_score_table);
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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if (overrides.clear_hi_score_table)
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{
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manager->clear();
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@@ -617,9 +617,9 @@ void Director::runDemoGame()
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// Reinicia objetos y vuelve a la sección inicial
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void Director::reset()
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{
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Options::saveOptionsFile(Asset::get()->get("config.txt"));
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Options::loadOptionsFile(Asset::get()->get("config.txt"));
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Lang::setLanguage(Options::game.language);
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Options::saveToFile(Asset::get()->get("config.txt"));
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Options::loadFromFile(Asset::get()->get("config.txt"));
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Lang::setLanguage(Options::settings.language);
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Audio::get()->stopMusic();
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Audio::get()->stopAllSounds();
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if (Section::options == Section::Options::RELOAD || true)
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@@ -107,7 +107,7 @@ Game::~Game()
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else
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{
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// [Modo JUEGO] Guarda puntuaciones y transita a modo título
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auto manager = std::make_unique<ManageHiScoreTable>(Options::game.hi_score_table);
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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manager->saveToFile(Asset::get()->get("score.bin"));
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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Audio::get()->stopMusic();
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@@ -1267,10 +1267,10 @@ void Game::pause(bool value)
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void Game::addScoreToScoreBoard(const std::shared_ptr<Player> &player)
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{
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const auto entry = HiScoreEntry(trim(player->getRecordName()), player->getScore(), player->get1CC());
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auto manager = std::make_unique<ManageHiScoreTable>(Options::game.hi_score_table);
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Options::game.last_hi_score_entry.at(player->getId() - 1) = manager->add(entry);
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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Options::settings.last_hi_score_entry.at(player->getId() - 1) = manager->add(entry);
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manager->saveToFile(Asset::get()->get("score.bin"));
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hi_score_.name = Options::game.hi_score_table.front().name;
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hi_score_.name = Options::settings.hi_score_table.front().name;
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}
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// Saca del estado de GAME OVER al jugador si el otro está activo
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@@ -1443,7 +1443,7 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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Audio::get()->playSound("bullet.wav");
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// Establece un tiempo de espera para el próximo disparo.
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const int cooldown = player->isPowerUp() ? 5 : Options::game.autofire ? 10
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const int cooldown = player->isPowerUp() ? 5 : Options::settings.autofire ? 10
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: 7;
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player->setFireCooldown(cooldown);
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}
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@@ -1476,7 +1476,7 @@ void Game::handlePlayersInput()
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void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
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{
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const auto &controller = Options::controllers.at(player->getController());
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const bool autofire = player->isPowerUp() || Options::game.autofire;
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const bool autofire = player->isPowerUp() || Options::settings.autofire;
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if (input_->checkInput(InputAction::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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{
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@@ -135,11 +135,11 @@ private:
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// --- Variables de estado ---
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HiScoreEntry hi_score_ = HiScoreEntry(
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Options::game.hi_score_table[0].name,
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Options::game.hi_score_table[0].score); // Máxima puntuación y nombre de quien la ostenta
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Options::settings.hi_score_table[0].name,
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Options::settings.hi_score_table[0].score); // Máxima puntuación y nombre de quien la ostenta
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Demo demo_; // Variable con todas las variables relacionadas con el modo demo
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Options::DifficultyCode difficulty_ = Options::game.difficulty; // Dificultad del juego
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Options::DifficultyCode difficulty_ = Options::settings.difficulty; // Dificultad del juego
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Helper helper_; // Variable para gestionar las ayudas
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Uint64 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
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bool coffee_machine_enabled_ = false; // Indica si hay una máquina de café en el terreno de juego
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@@ -117,15 +117,15 @@ namespace GlobalInputs
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const std::string CODE = "LANG";
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if (Notifier::get()->checkCode(CODE))
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{
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Options::game.language = Lang::getNextLangCode(Options::game.language);
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Lang::loadFromFile(getLangFile(static_cast<Lang::Code>(Options::game.language)));
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Options::settings.language = Lang::getNextLangCode(Options::settings.language);
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Lang::loadFromFile(getLangFile(static_cast<Lang::Code>(Options::settings.language)));
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Section::name = Section::Name::RESET;
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Section::options = Section::Options::RELOAD;
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Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 05") + getLangName(Options::game.language)});
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Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 05") + getLangName(Options::settings.language)});
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}
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else
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{
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const auto NEXT = Lang::getNextLangCode(Options::game.language);
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const auto NEXT = Lang::getNextLangCode(Options::settings.language);
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Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 04") + getLangName(NEXT), std::string()}, -1, CODE);
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}
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}
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@@ -133,8 +133,8 @@ namespace GlobalInputs
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// Cambia el modo de disparo
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void toggleFireMode()
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{
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Options::game.autofire = !Options::game.autofire;
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Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 08") + " " + boolToOnOff(Options::game.autofire)});
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Options::settings.autofire = !Options::settings.autofire;
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Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 08") + " " + boolToOnOff(Options::settings.autofire)});
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}
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// Salta una sección del juego
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@@ -51,7 +51,7 @@ HiScoreTable::HiScoreTable()
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HiScoreTable::~HiScoreTable()
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{
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SDL_DestroyTexture(backbuffer_);
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Options::game.clearLastHiScoreEntries();
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Options::settings.clearLastHiScoreEntries();
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}
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// Actualiza las variables
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@@ -232,15 +232,15 @@ void HiScoreTable::createSprites()
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for (int i = 0; i < MAX_NAMES; ++i)
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{
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const auto table_position = format(i + 1) + ". ";
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const auto score = format(Options::game.hi_score_table.at(i).score);
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const auto num_dots = ENTRY_LENGHT - Options::game.hi_score_table.at(i).name.size() - score.size();
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const auto one_cc = Options::game.hi_score_table.at(i).one_credit_complete ? " }" : "";
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const auto score = format(Options::settings.hi_score_table.at(i).score);
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const auto num_dots = ENTRY_LENGHT - Options::settings.hi_score_table.at(i).name.size() - score.size();
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const auto one_cc = Options::settings.hi_score_table.at(i).one_credit_complete ? " }" : "";
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std::string dots;
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for (int j = 0; j < (int)num_dots; ++j)
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{
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dots = dots + ".";
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}
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const auto line = table_position + Options::game.hi_score_table.at(i).name + dots + score + one_cc;
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const auto line = table_position + Options::settings.hi_score_table.at(i).name + dots + score + one_cc;
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entry_names_.emplace_back(std::make_shared<PathSprite>(entry_text->writeDXToTexture(TEXT_SHADOW, line, 1, ORANGE_COLOR, 1, SHADOW_TEXT_COLOR)));
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const int default_pos_x = (backbuffer_width - entry_width) / 2;
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@@ -402,7 +402,7 @@ void HiScoreTable::iniEntryColors()
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void HiScoreTable::glowEntryNames()
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{
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const Color entry_color = getEntryColor(counter_ / 5);
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for (const auto &entry_index : Options::game.last_hi_score_entry)
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for (const auto &entry_index : Options::settings.last_hi_score_entry)
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{
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if (entry_index != -1)
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{
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@@ -131,7 +131,7 @@ namespace Lang
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// Establece el idioma
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void setLanguage(Code lang)
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{
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Options::game.language = lang;
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Options::settings.language = lang;
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loadFromFile(Asset::get()->get(getLanguage(lang).file_name));
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updateLanguageNames();
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}
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@@ -12,7 +12,7 @@ namespace Options
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{
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// --- Variables globales ---
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WindowOptions window; // Opciones de la ventana
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GameOptions game; // Opciones del juego
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SettingsOptions settings; // Opciones del juego
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VideoOptions video; // Opciones de vídeo
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AudioOptions audio; // Opciones de audio
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std::vector<GamepadOptions> controllers; // Opciones de mando para cada jugador
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@@ -28,7 +28,7 @@ namespace Options
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bool setOptions(const std::string &var, const std::string &value);
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// Inicializa las opciones del programa
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void initOptions()
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void init()
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{
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window.caption = "Coffee Crisis Arcade Edition";
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window.size = 2;
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@@ -49,11 +49,11 @@ namespace Options
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audio.sound.volume = 50;
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// Opciones de juego
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game.difficulty = DifficultyCode::NORMAL;
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game.language = Lang::Code::VALENCIAN;
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game.autofire = true;
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game.shutdown_enabled = false;
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game.clearLastHiScoreEntries();
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settings.difficulty = DifficultyCode::NORMAL;
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settings.language = Lang::Code::VALENCIAN;
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settings.autofire = true;
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settings.shutdown_enabled = false;
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settings.clearLastHiScoreEntries();
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// Opciones de control
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controllers.clear();
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@@ -63,16 +63,16 @@ namespace Options
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setKeyboardToPlayer(1);
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// Opciones pendientes
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pending_changes.new_language = game.language;
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pending_changes.new_difficulty = game.difficulty;
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pending_changes.new_language = settings.language;
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pending_changes.new_difficulty = settings.difficulty;
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pending_changes.has_pending_changes = false;
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}
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// Carga el fichero de configuración
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bool loadOptionsFile(std::string file_path)
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bool loadFromFile(std::string file_path)
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{
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// Inicializa las opciones del programa
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initOptions();
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init();
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// Indicador de éxito en la carga
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bool success = true;
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@@ -107,22 +107,22 @@ namespace Options
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else
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{
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// Crea el fichero con los valores por defecto
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saveOptionsFile(file_path);
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saveToFile(file_path);
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}
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// Normaliza los valores
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if (game.language != Lang::Code::ENGLISH &&
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game.language != Lang::Code::VALENCIAN &&
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game.language != Lang::Code::SPANISH)
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if (settings.language != Lang::Code::ENGLISH &&
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settings.language != Lang::Code::VALENCIAN &&
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settings.language != Lang::Code::SPANISH)
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{
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game.language = Lang::Code::ENGLISH;
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settings.language = Lang::Code::ENGLISH;
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}
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return success;
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}
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// Guarda el fichero de configuración
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bool saveOptionsFile(std::string file_path)
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bool saveToFile(std::string file_path)
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{
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std::ofstream file(file_path);
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@@ -166,10 +166,10 @@ namespace Options
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file << "## game.difficulty [" << static_cast<int>(DifficultyCode::EASY) << ": easy, " << static_cast<int>(DifficultyCode::NORMAL) << ": normal, " << static_cast<int>(DifficultyCode::HARD) << ": hard]\n";
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file << "\n";
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file << "game.language=" << static_cast<int>(game.language) << "\n";
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file << "game.difficulty=" << static_cast<int>(game.difficulty) << "\n";
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file << "game.autofire=" << boolToString(game.autofire) << "\n";
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file << "game.shutdown_enabled=" << boolToString(game.shutdown_enabled) << "\n";
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file << "game.language=" << static_cast<int>(settings.language) << "\n";
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file << "game.difficulty=" << static_cast<int>(settings.difficulty) << "\n";
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file << "game.autofire=" << boolToString(settings.autofire) << "\n";
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file << "game.shutdown_enabled=" << boolToString(settings.shutdown_enabled) << "\n";
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// Opciones de mandos
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file << "\n\n## CONTROLLERS\n";
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@@ -258,21 +258,21 @@ namespace Options
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// Opciones de juego
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else if (var == "game.language")
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{
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game.language = static_cast<Lang::Code>(std::stoi(value));
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pending_changes.new_language = game.language;
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settings.language = static_cast<Lang::Code>(std::stoi(value));
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pending_changes.new_language = settings.language;
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}
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else if (var == "game.difficulty")
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{
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game.difficulty = static_cast<DifficultyCode>(std::stoi(value));
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pending_changes.new_difficulty = game.difficulty;
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settings.difficulty = static_cast<DifficultyCode>(std::stoi(value));
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pending_changes.new_difficulty = settings.difficulty;
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}
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else if (var == "game.autofire")
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{
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game.autofire = stringToBool(value);
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settings.autofire = stringToBool(value);
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}
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else if (var == "game.shutdown_enabled")
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{
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game.shutdown_enabled = stringToBool(value);
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settings.shutdown_enabled = stringToBool(value);
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}
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// Opciones de mandos
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@@ -370,13 +370,13 @@ namespace Options
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}
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// Intercambia el teclado de jugador
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void swapOptionsKeyboard()
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void swapKeyboard()
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{
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std::swap(controllers.at(0).type, controllers.at(1).type);
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}
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// Intercambia los jugadores asignados a los dos primeros mandos
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void swapOptionsControllers()
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void swapControllers()
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{
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std::swap(controllers.at(0).player_id, controllers.at(1).player_id);
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std::swap(controllers.at(0).type, controllers.at(1).type);
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@@ -400,16 +400,16 @@ namespace Options
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{
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if (pending_changes.has_pending_changes)
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{
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game.language = pending_changes.new_language;
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game.difficulty = pending_changes.new_difficulty;
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settings.language = pending_changes.new_language;
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settings.difficulty = pending_changes.new_difficulty;
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pending_changes.has_pending_changes = false;
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}
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}
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void checkPendingChanges()
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{
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if (game.language != pending_changes.new_language ||
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game.difficulty != pending_changes.new_difficulty)
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if (settings.language != pending_changes.new_language ||
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settings.difficulty != pending_changes.new_difficulty)
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{
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pending_changes.has_pending_changes = true;
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}
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@@ -74,8 +74,8 @@ namespace Options
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int volume; // Volumen general del audio
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};
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// --- Opciones del juego ---
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struct GameOptions
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// --- Opciones de configuracion ---
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struct SettingsOptions
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{
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DifficultyCode difficulty; // Dificultad del juego
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Lang::Code language; // Idioma usado en el juego
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@@ -120,20 +120,20 @@ namespace Options
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// --- Variables globales ---
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extern WindowOptions window; // Opciones de la ventana
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extern GameOptions game; // Opciones del juego
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extern SettingsOptions settings; // Opciones del juego
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extern VideoOptions video; // Opciones de vídeo
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extern AudioOptions audio; // Opciones de audio
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extern std::vector<GamepadOptions> controllers; // Opciones de mando para cada jugador
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extern PendingChanges pending_changes; // Opciones que se aplican al cerrar
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// --- Funciones de configuración ---
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void initOptions(); // Inicializa las opciones del programa
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bool loadOptionsFile(std::string file_path); // Carga el fichero de configuración
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bool saveOptionsFile(std::string file_path); // Guarda el fichero de configuración
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void setKeyboardToPlayer(int player_id); // Asigna el teclado al jugador
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void swapOptionsKeyboard(); // Intercambia el teclado de jugador
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void swapOptionsControllers(); // Intercambia los jugadores asignados a los dos primeros mandos
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int getPlayerWhoUsesKeyboard(); // Averigua quién está usando el teclado
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void applyPendingChanges(); // Aplica los cambios pendientes copiando los valores a sus variables
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void init(); // Inicializa las opciones del programa
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bool loadFromFile(std::string file_path); // Carga el fichero de configuración
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bool saveToFile(std::string file_path); // Guarda el fichero de configuración
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void setKeyboardToPlayer(int player_id); // Asigna el teclado al jugador
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void swapKeyboard(); // Intercambia el teclado de jugador
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void swapControllers(); // Intercambia los jugadores asignados a los dos primeros mandos
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int getPlayerWhoUsesKeyboard(); // Averigua quién está usando el teclado
|
||||
void applyPendingChanges(); // Aplica los cambios pendientes copiando los valores a sus variables
|
||||
void checkPendingChanges();
|
||||
} // namespace Options
|
||||
@@ -108,7 +108,7 @@ public:
|
||||
bool canFire() const { return cool_down_ <= 0; }
|
||||
bool hasExtraHit() const { return extra_hit_; }
|
||||
bool isCooling() const { return firing_state_ == PlayerState::COOLING_LEFT || firing_state_ == PlayerState::COOLING_UP || firing_state_ == PlayerState::COOLING_RIGHT; }
|
||||
bool IsEligibleForHighScore() const { return score_ > Options::game.hi_score_table.back().score; }
|
||||
bool IsEligibleForHighScore() const { return score_ > Options::settings.hi_score_table.back().score; }
|
||||
bool isInvulnerable() const { return invulnerable_; }
|
||||
bool isPowerUp() const { return power_up_; }
|
||||
Circle &getCollider() { return collider_; }
|
||||
|
||||
@@ -365,7 +365,7 @@ void ServiceMenu::initializeOptions()
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] SFX_VOLUME"), SettingsGroup::AUDIO, OptionBehavior::ADJUST, &Options::audio.sound.volume, ValueType::INT, 0, 100, 5);
|
||||
|
||||
// Settings
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] AUTOFIRE"), SettingsGroup::SETTINGS, OptionBehavior::ADJUST, &Options::game.autofire, ValueType::BOOL);
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] AUTOFIRE"), SettingsGroup::SETTINGS, OptionBehavior::ADJUST, &Options::settings.autofire, ValueType::BOOL);
|
||||
options_.emplace_back(
|
||||
Lang::getText("[SERVICE_MENU] LANGUAGE"),
|
||||
SettingsGroup::SETTINGS,
|
||||
@@ -384,12 +384,12 @@ void ServiceMenu::initializeOptions()
|
||||
Lang::getText("[SERVICE_MENU] EASY"),
|
||||
Lang::getText("[SERVICE_MENU] NORMAL"),
|
||||
Lang::getText("[SERVICE_MENU] HARD")});
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"), SettingsGroup::SETTINGS, OptionBehavior::ADJUST, &Options::game.shutdown_enabled, ValueType::BOOL);
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] ENABLE_SHUTDOWN"), SettingsGroup::SETTINGS, OptionBehavior::ADJUST, &Options::settings.shutdown_enabled, ValueType::BOOL);
|
||||
|
||||
// System
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] RESET"), SettingsGroup::SYSTEM, OptionBehavior::SELECT, nullptr, ValueType::NONE);
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] QUIT"), SettingsGroup::SYSTEM, OptionBehavior::SELECT, nullptr, ValueType::NONE);
|
||||
if (Options::game.shutdown_enabled)
|
||||
if (Options::settings.shutdown_enabled)
|
||||
options_.emplace_back(Lang::getText("[SERVICE_MENU] SHUTDOWN"), SettingsGroup::SYSTEM, OptionBehavior::SELECT, nullptr, ValueType::NONE);
|
||||
|
||||
// Menu principal
|
||||
@@ -526,7 +526,7 @@ void ServiceMenu::AdjustListValues()
|
||||
auto option = getOptionEntryByCaption(Lang::getText("[SERVICE_MENU] LANGUAGE"));
|
||||
for (size_t i = 0; i < option->value_list.size(); ++i)
|
||||
{
|
||||
if (Lang::getCodeFromName(option->value_list[i]) == Options::game.language)
|
||||
if (Lang::getCodeFromName(option->value_list[i]) == Options::settings.language)
|
||||
{
|
||||
option->list_index = i;
|
||||
}
|
||||
|
||||
@@ -269,14 +269,14 @@ void Title::swapControllers()
|
||||
return;
|
||||
}
|
||||
|
||||
Options::swapOptionsControllers();
|
||||
Options::swapControllers();
|
||||
showControllers();
|
||||
}
|
||||
|
||||
// Intercambia el teclado de jugador
|
||||
void Title::swapKeyboard()
|
||||
{
|
||||
Options::swapOptionsKeyboard();
|
||||
Options::swapKeyboard();
|
||||
std::string text = Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(Options::getPlayerWhoUsesKeyboard()) + ": " + Lang::getText("[DEFINE_BUTTONS] KEYBOARD");
|
||||
Notifier::get()->show({text});
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user