forked from jaildesigner-jailgames/jaildoctors_dilemma
canviat Options de struct a namespace
This commit is contained in:
@@ -5,19 +5,19 @@
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#include <string> // Para allocator, operator+, char_traits, string
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#include <vector> // Para vector
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#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT
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#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Section
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#include "core/rendering/screen.hpp" // Para Screen
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#include "game/ui/notifier.hpp" // Para Notifier, NotificationText
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#include "utils/utils.hpp" // Para stringInVector
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#include "core/input/input.hpp" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_REPEAT
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#include "core/rendering/screen.hpp" // Para Screen
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#include "game/gameplay/options.hpp" // Para Options, options, OptionsVideo, Section
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#include "game/ui/notifier.hpp" // Para Notifier, NotificationText
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#include "utils/utils.hpp" // Para stringInVector
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namespace globalInputs {
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void quit() {
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const std::string code = options.section.section == Section::GAME ? "PRESS AGAIN TO RETURN TO MENU" : "PRESS AGAIN TO EXIT";
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const std::string code = Options::section.section == Options::Scene::GAME ? "PRESS AGAIN TO RETURN TO MENU" : "PRESS AGAIN TO EXIT";
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auto code_found = stringInVector(Notifier::get()->getCodes(), code);
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if (code_found) {
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// Si la notificación de salir está activa, cambia de sección
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options.section.section = options.section.section == Section::GAME ? Section::TITLE : Section::QUIT;
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Options::section.section = Options::section.section == Options::Scene::GAME ? Options::Scene::TITLE : Options::Scene::QUIT;
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} else {
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// Si la notificación de salir no está activa, muestra la notificación
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Notifier::get()->show({code}, NotificationText::CENTER, 2000, -1, true, code);
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@@ -26,16 +26,16 @@ void quit() {
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// Cambia de seccion
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void skip_section() {
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switch (options.section.section) {
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case Section::LOGO:
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case Section::LOADING_SCREEN:
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case Section::CREDITS:
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case Section::DEMO:
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case Section::GAME_OVER:
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case Section::ENDING:
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case Section::ENDING2:
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options.section.section = Section::TITLE;
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options.section.subsection = Subsection::NONE;
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switch (Options::section.section) {
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case Options::Scene::LOGO:
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case Options::Scene::LOADING_SCREEN:
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case Options::Scene::CREDITS:
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case Options::Scene::DEMO:
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case Options::Scene::GAME_OVER:
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case Options::Scene::ENDING:
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case Options::Scene::ENDING2:
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Options::section.section = Options::Scene::TITLE;
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Options::section.subsection = Options::SceneOptions::NONE;
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break;
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default:
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@@ -55,45 +55,45 @@ void check() {
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else if (Input::get()->checkInput(InputAction::TOGGLE_BORDER, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->toggleBorder();
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Notifier::get()->show({"BORDER " + std::string(options.video.border.enabled ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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Notifier::get()->show({"BORDER " + std::string(Options::video.border.enabled ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::TOGGLE_VIDEOMODE, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->toggleVideoMode();
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Notifier::get()->show({"FULLSCREEN " + std::string(options.video.fullscreen == 0 ? "DISABLED" : "ENABLED")}, NotificationText::CENTER);
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Notifier::get()->show({"FULLSCREEN " + std::string(Options::video.fullscreen == 0 ? "DISABLED" : "ENABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::WINDOW_DEC_ZOOM, INPUT_DO_NOT_ALLOW_REPEAT)) {
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if (Screen::get()->decWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(options.window.zoom)}, NotificationText::CENTER);
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
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}
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}
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else if (Input::get()->checkInput(InputAction::WINDOW_INC_ZOOM, INPUT_DO_NOT_ALLOW_REPEAT)) {
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if (Screen::get()->incWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(options.window.zoom)}, NotificationText::CENTER);
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
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}
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}
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else if (Input::get()->checkInput(InputAction::TOGGLE_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->toggleShaders();
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Notifier::get()->show({"SHADERS " + std::string(options.video.shaders ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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Notifier::get()->show({"SHADERS " + std::string(Options::video.shaders ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::NEXT_PALETTE, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->nextPalette();
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Notifier::get()->show({"PALETTE " + options.video.palette}, NotificationText::CENTER);
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Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::PREVIOUS_PALETTE, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->previousPalette();
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Notifier::get()->show({"PALETTE " + options.video.palette}, NotificationText::CENTER);
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Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::TOGGLE_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT)) {
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Screen::get()->toggleIntegerScale();
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Screen::get()->setVideoMode(options.video.fullscreen);
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Notifier::get()->show({"INTEGER SCALE " + std::string(options.video.integer_scale ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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Screen::get()->setVideoMode(Options::video.fullscreen);
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Notifier::get()->show({"INTEGER SCALE " + std::string(Options::video.integer_scale ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkInput(InputAction::SHOW_DEBUG_INFO, INPUT_DO_NOT_ALLOW_REPEAT)) {
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@@ -1,7 +1,6 @@
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#pragma once
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namespace globalInputs
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{
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void check();
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}
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namespace globalInputs {
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void check();
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} // namespace globalInputs
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@@ -1,6 +1,6 @@
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#include "core/input/input.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <algorithm> // Para find
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#include <iostream> // Para basic_ostream, operator<<, cout, endl
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@@ -119,7 +119,7 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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const bool* key_states = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < (int)key_bindings_.size(); ++i) {
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if (key_states[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
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@@ -213,7 +213,6 @@ bool Input::discoverGameControllers() {
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return found;
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}
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// Comprueba si hay algun mando conectado
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bool Input::gameControllerFound() { return num_gamepads_ > 0 ? true : false; }
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@@ -1,6 +1,6 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <string> // Para string, basic_string
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#include <vector> // Para vector
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@@ -62,8 +62,8 @@ class Input {
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struct ControllerBindings {
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SDL_GamepadButton button; // GameControllerButton asociado
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bool active; // Indica si está activo
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bool axis_active; // Estado del eje
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bool active; // Indica si está activo
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bool axis_active; // Estado del eje
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// Constructor
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explicit ControllerBindings(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool act = false, bool axis_act = false)
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@@ -73,7 +73,7 @@ class Input {
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};
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// Variables
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std::vector<SDL_Gamepad*> connected_controllers_; // Vector con todos los mandos conectados
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std::vector<SDL_Gamepad*> connected_controllers_; // Vector con todos los mandos conectados
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std::vector<SDL_Joystick*> joysticks_; // Vector con todos los joysticks conectados
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std::vector<KeyBindings> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
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std::vector<std::vector<ControllerBindings>> controller_bindings_; // Vector con los botones asociadas a los inputs predefinidos para cada mando
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@@ -1,6 +1,5 @@
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#include "core/input/mouse.hpp"
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namespace Mouse {
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Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
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Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
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@@ -1,6 +1,6 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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namespace Mouse {
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extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor
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