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51518f3bd8
| Author | SHA1 | Date | |
|---|---|---|---|
| 51518f3bd8 | |||
| 82b2b8bf57 |
14
main.cpp
14
main.cpp
@@ -93,10 +93,14 @@ int main(int argc, char *argv[])
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Input *input = new Input(asset->get("gamecontrollerdb.txt"));
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input->setVerbose(options->console);
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input->discoverGameController();
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input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
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input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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//input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
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//input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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//input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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//input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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//input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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//input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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//input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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//input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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string controllerName = "";
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int numControllers = input->getNumControllers();
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if (numControllers > 0)
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@@ -278,7 +282,7 @@ int main(int argc, char *argv[])
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, options->screen.nativeWidth / 2, text->getCharacterSize() * 7, "Pulsa 'N' para mostrar", 1, {240, 240, 240}, 1, {0, 0, 192});
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text->writeDX(TXT_CENTER | TXT_COLOR | TXT_STROKE, options->screen.nativeWidth / 2, text->getCharacterSize() * 8, "una notificacion", 1, {240, 240, 240}, 1, {0, 0, 192});
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debugText->writeCentered(options->screen.nativeWidth / 2, options->screen.nativeHeight / 2, controllerName);
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debugText->writeCentered(options->screen.nativeWidth / 2, (options->screen.nativeHeight / 2) + debugText->getCharacterSize(), inputPressed);
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debugText->writeCentered(options->screen.nativeWidth / 2, (options->screen.nativeHeight / 2) + (debugText->getCharacterSize()*2), inputPressed);
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// Vuelca el buffer en pantalla
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screen->blit();
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@@ -20,6 +20,8 @@ Input::Input(string file)
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verbose = true;
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enabled = true;
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setDefaultBindings();
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}
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// Actualiza el estado del objeto
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@@ -236,11 +238,11 @@ bool Input::discoverGameController()
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connectedControllers.push_back(pad);
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const string separator(" #");
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string name = SDL_GameControllerNameForIndex(i);
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name.resize(25);
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name = name + separator + to_string(i);
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// name.resize(25);
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// name = name + separator + to_string(i);
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if (verbose)
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{
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cout << name << endl;
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cout << " -" << name << endl;
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}
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controllerNames.push_back(name);
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}
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@@ -309,4 +311,30 @@ void Input::enable()
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{
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enabled = true;
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disabledUntil = d_notDisabled;
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}
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// Establece unas teclas y botones del mando por defectp
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void Input::setDefaultBindings()
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{
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// Teclado
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bindKey(INPUT_UP, SDL_SCANCODE_UP);
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bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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bindKey(INPUT_EXIT, SDL_SCANCODE_ESCAPE);
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bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
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// Mando
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bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_A);
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bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_B);
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bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_X);
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bindGameControllerButton(INPUT_BUTTON_4, SDL_CONTROLLER_BUTTON_Y);
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bindGameControllerButton(INPUT_BUTTON_5, SDL_CONTROLLER_BUTTON_BACK);
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bindGameControllerButton(INPUT_BUTTON_6, SDL_CONTROLLER_BUTTON_START);
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bindGameControllerButton(INPUT_BUTTON_7, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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bindGameControllerButton(INPUT_BUTTON_8, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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}
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@@ -35,6 +35,7 @@ using namespace std;
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#define INPUT_BUTTON_18 22
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#define INPUT_BUTTON_19 23
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#define INPUT_BUTTON_20 24
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#define INPUT_PAUSE 25
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#define INPUT_EXIT 26
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#define INPUT_ACCEPT 27
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@@ -125,6 +126,9 @@ public:
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// Hablita las entradas
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void enable();
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// Establece unas teclas y botones del mando por defectp
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void setDefaultBindings();
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};
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#endif
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