Implementat control de repetició per als eixos del joystick
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@@ -110,9 +110,11 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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}
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_)
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{
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if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY))
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{
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success_controller = checkAxisInput(input, controller_index);
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success_controller = checkAxisInput(input, controller_index, repeat);
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if (!success_controller)
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{
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if (repeat)
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@@ -144,6 +146,7 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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}
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}
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}
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}
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return (success_keyboard || success_controller);
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}
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@@ -379,19 +382,53 @@ InputType Input::to_inputs_e(const std::string &name) const
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}
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// Comprueba el eje del mando
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bool Input::checkAxisInput(InputType input, int controller_index) const
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bool Input::checkAxisInput(InputType input, int controller_index, bool repeat)
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{
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// Umbral para considerar el eje como activo
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const Sint16 threshold = 30000;
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bool axis_active_now = false;
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switch (input)
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{
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case InputType::LEFT:
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return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -30000;
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
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break;
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case InputType::RIGHT:
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return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > 30000;
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
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break;
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case InputType::UP:
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return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -30000;
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
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break;
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case InputType::DOWN:
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return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > 30000;
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
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break;
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default:
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return false;
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}
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// Referencia al binding correspondiente
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auto &binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
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if (repeat)
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{
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// Si se permite repetir, simplemente devolvemos el estado actual
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return axis_active_now;
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}
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else
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{
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// Si no se permite repetir, aplicamos la lógica de transición
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if (axis_active_now && !binding.axis_active)
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{
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// Transición de inactivo a activo
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binding.axis_active = true;
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return true;
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}
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else if (!axis_active_now && binding.axis_active)
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{
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// Transición de activo a inactivo
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binding.axis_active = false;
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}
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// Mantener el estado actual
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return false;
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}
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}
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@@ -81,10 +81,11 @@ private:
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{
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SDL_GameControllerButton 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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// Constructor
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explicit ControllerBindings(SDL_GameControllerButton btn = SDL_CONTROLLER_BUTTON_INVALID, bool act = false)
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: button(btn), active(act) {}
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explicit ControllerBindings(SDL_GameControllerButton btn = SDL_CONTROLLER_BUTTON_INVALID, bool act = false, bool axis_act = false)
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: button(btn), active(act), axis_active(axis_act) {}
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};
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// Variables
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@@ -99,7 +100,7 @@ private:
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std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
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// Comprueba el eje del mando
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bool checkAxisInput(InputType input, int controller_index = 0) const;
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bool checkAxisInput(InputType input, int controller_index, bool repeat);
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// Constructor
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explicit Input(const std::string &game_controller_db_path);
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