forked from jaildesigner-jailgames/jaildoctors_dilemma
cppcheck
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@@ -341,7 +341,7 @@ void Input::resetInputStates() {
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key.second.just_pressed = false;
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}
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// Resetear todos los ControllerBindings.active a false
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for (auto& gamepad : gamepads_) {
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for (const auto& gamepad : gamepads_) {
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for (auto& binding : gamepad->bindings) {
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binding.second.is_held = false;
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binding.second.just_pressed = false;
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@@ -89,7 +89,7 @@ class Input {
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std::string path;
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std::unordered_map<Action, ButtonState> bindings;
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Gamepad(SDL_Gamepad* gamepad)
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explicit Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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