forked from jaildesigner-jailgames/jaildoctors_dilemma
afegit soport per a axis del mando
This commit is contained in:
@@ -203,11 +203,8 @@ void Director::createSystemFolder(const std::string &folder)
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// Inicia las variables necesarias para arrancar el programa
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void Director::initInput()
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{
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// Establece si ha de mostrar mensajes
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Input::get()->setVerbose(options.console);
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// Busca si hay un mando conectado
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Input::get()->discoverGameController();
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Input::get()->discoverGameControllers();
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// Teclado - Movimiento
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if (options.keys == ControlScheme::CURSOR)
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@@ -250,24 +247,29 @@ void Director::initInput()
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Input::get()->bindKey(InputAction::TOGGLE_MUSIC, SDL_SCANCODE_M);
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Input::get()->bindKey(InputAction::TOGGLE_BORDER, SDL_SCANCODE_B);
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// Mando - Movimiento
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Input::get()->bindGameControllerButton(InputAction::JUMP, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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// MANDO
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const int NUM_GAMEPADS = Input::get()->getNumControllers();
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for (int i = 0; i < NUM_GAMEPADS; ++i)
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{
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// Movimiento
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Input::get()->bindGameControllerButton(i, InputAction::JUMP, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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// Mando - Otros
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Input::get()->bindGameControllerButton(InputAction::ACCEPT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(InputAction::CANCEL, SDL_CONTROLLER_BUTTON_A);
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// Otros
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Input::get()->bindGameControllerButton(i, InputAction::ACCEPT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, InputAction::CANCEL, SDL_CONTROLLER_BUTTON_A);
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#ifdef GAME_CONSOLE
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Input::get()->bindGameControllerButton(InputAction::input_pause, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(InputAction::input_exit, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::input_pause, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::input_exit, SDL_CONTROLLER_BUTTON_START);
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#else
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Input::get()->bindGameControllerButton(InputAction::PAUSE, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(InputAction::EXIT, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::PAUSE, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::EXIT, SDL_CONTROLLER_BUTTON_BACK);
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#endif
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Input::get()->bindGameControllerButton(InputAction::NEXT_PALETTE, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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Input::get()->bindGameControllerButton(InputAction::TOGGLE_MUSIC, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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Input::get()->bindGameControllerButton(InputAction::TOGGLE_BORDER, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(i, InputAction::NEXT_PALETTE, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_MUSIC, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_BORDER, SDL_CONTROLLER_BUTTON_X);
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}
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}
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// Inicializa JailAudio
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