forked from jaildesigner-jailgames/jaildoctors_dilemma
clang-format
This commit is contained in:
@@ -18,117 +18,117 @@
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namespace GlobalInputs {
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// Funciones internas
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namespace {
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void handleQuit() {
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// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko)
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if (SceneManager::current == SceneManager::Scene::GAME) {
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const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::TITLE;
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} else {
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Notifier::get()->show({CODE}, Notifier::Style::DEFAULT, -1, true, CODE);
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// Funciones internas
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namespace {
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void handleQuit() {
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// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko)
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if (SceneManager::current == SceneManager::Scene::GAME) {
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const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::TITLE;
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} else {
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Notifier::get()->show({CODE}, Notifier::Style::DEFAULT, -1, true, CODE);
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}
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return;
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}
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// En modo kiosko, fuera de GAME: mostrar el texto del kiosko y no salir nunca
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if (Options::kiosk.enabled) {
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const std::string KIOSK_CODE = "KIOSK_EXIT";
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if (!stringInVector(Notifier::get()->getCodes(), KIOSK_CODE)) {
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Notifier::get()->show({Options::kiosk.text}, Notifier::Style::DEFAULT, -1, true, KIOSK_CODE);
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}
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// Segunda pulsación: notificación ya activa → no hacer nada
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return;
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}
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// Comportamiento normal fuera del modo kiosko
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const std::string CODE = "PRESS AGAIN TO EXIT";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::QUIT;
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} else {
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Notifier::get()->show({CODE}, Notifier::Style::DEFAULT, -1, true, CODE);
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}
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}
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return;
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}
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// En modo kiosko, fuera de GAME: mostrar el texto del kiosko y no salir nunca
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if (Options::kiosk.enabled) {
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const std::string KIOSK_CODE = "KIOSK_EXIT";
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if (!stringInVector(Notifier::get()->getCodes(), KIOSK_CODE)) {
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Notifier::get()->show({Options::kiosk.text}, Notifier::Style::DEFAULT, -1, true, KIOSK_CODE);
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void handleSkipSection() {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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case SceneManager::Scene::LOADING_SCREEN:
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case SceneManager::Scene::CREDITS:
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case SceneManager::Scene::DEMO:
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case SceneManager::Scene::GAME_OVER:
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case SceneManager::Scene::ENDING:
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case SceneManager::Scene::ENDING2:
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SceneManager::current = SceneManager::Scene::TITLE;
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SceneManager::options = SceneManager::Options::NONE;
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break;
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default:
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break;
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}
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}
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// Segunda pulsación: notificación ya activa → no hacer nada
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return;
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}
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// Comportamiento normal fuera del modo kiosko
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const std::string CODE = "PRESS AGAIN TO EXIT";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::QUIT;
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} else {
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Notifier::get()->show({CODE}, Notifier::Style::DEFAULT, -1, true, CODE);
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}
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}
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void handleToggleBorder() {
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Screen::get()->toggleBorder();
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Notifier::get()->show({"BORDER " + std::string(Options::video.border.enabled ? "ENABLED" : "DISABLED")});
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}
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void handleSkipSection() {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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case SceneManager::Scene::LOADING_SCREEN:
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case SceneManager::Scene::CREDITS:
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case SceneManager::Scene::DEMO:
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case SceneManager::Scene::GAME_OVER:
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case SceneManager::Scene::ENDING:
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case SceneManager::Scene::ENDING2:
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SceneManager::current = SceneManager::Scene::TITLE;
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SceneManager::options = SceneManager::Options::NONE;
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break;
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void handleToggleVideoMode() {
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Screen::get()->toggleVideoMode();
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Notifier::get()->show({"FULLSCREEN " + std::string(static_cast<int>(Options::video.fullscreen) == 0 ? "DISABLED" : "ENABLED")});
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}
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default:
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break;
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}
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}
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void handleDecWindowZoom() {
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if (Screen::get()->decWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)});
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}
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}
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void handleToggleBorder() {
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Screen::get()->toggleBorder();
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Notifier::get()->show({"BORDER " + std::string(Options::video.border.enabled ? "ENABLED" : "DISABLED")});
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}
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void handleIncWindowZoom() {
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if (Screen::get()->incWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)});
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}
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}
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void handleToggleVideoMode() {
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Screen::get()->toggleVideoMode();
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Notifier::get()->show({"FULLSCREEN " + std::string(static_cast<int>(Options::video.fullscreen) == 0 ? "DISABLED" : "ENABLED")});
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}
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void handleTogglePostFX() {
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Screen::get()->togglePostFX();
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Notifier::get()->show({"POSTFX " + std::string(Options::video.postfx ? "ENABLED" : "DISABLED")});
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}
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void handleDecWindowZoom() {
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if (Screen::get()->decWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)});
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}
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}
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void handleNextPostFXPreset() {
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if (!Options::postfx_presets.empty()) {
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Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
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Screen::get()->reloadPostFX();
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Notifier::get()->show({"POSTFX " + Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)].name});
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}
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}
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void handleIncWindowZoom() {
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if (Screen::get()->incWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)});
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}
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}
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void handleNextPalette() {
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Screen::get()->nextPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette});
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}
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void handleTogglePostFX() {
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Screen::get()->togglePostFX();
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Notifier::get()->show({"POSTFX " + std::string(Options::video.postfx ? "ENABLED" : "DISABLED")});
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}
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void handlePreviousPalette() {
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Screen::get()->previousPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette});
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}
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void handleNextPostFXPreset() {
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if (!Options::postfx_presets.empty()) {
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Options::current_postfx_preset = (Options::current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
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Screen::get()->reloadPostFX();
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Notifier::get()->show({"POSTFX " + Options::postfx_presets[static_cast<size_t>(Options::current_postfx_preset)].name});
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}
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}
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void handleToggleIntegerScale() {
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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")});
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}
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void handleNextPalette() {
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Screen::get()->nextPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette});
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}
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void handlePreviousPalette() {
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Screen::get()->previousPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette});
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}
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void handleToggleIntegerScale() {
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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")});
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}
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void handleToggleVSync() {
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Screen::get()->toggleVSync();
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Notifier::get()->show({"V-SYNC " + std::string(Options::video.vertical_sync ? "ENABLED" : "DISABLED")});
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}
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void handleToggleVSync() {
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Screen::get()->toggleVSync();
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Notifier::get()->show({"V-SYNC " + std::string(Options::video.vertical_sync ? "ENABLED" : "DISABLED")});
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}
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#ifdef _DEBUG
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void handleShowDebugInfo() {
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Screen::get()->toggleDebugInfo();
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}
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void handleShowDebugInfo() {
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Screen::get()->toggleDebugInfo();
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}
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/*
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void handleToggleDebug() {
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@@ -138,138 +138,138 @@ void handleToggleDebug() {
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*/
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#endif
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// Detecta qué acción global ha sido presionada (si alguna)
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auto getPressedAction() -> InputAction {
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if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::EXIT;
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}
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if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::ACCEPT;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_BORDER;
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}
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if (!Options::kiosk.enabled) {
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if (Input::get()->checkAction(InputAction::TOGGLE_FULLSCREEN, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_FULLSCREEN;
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// Detecta qué acción global ha sido presionada (si alguna)
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auto getPressedAction() -> InputAction {
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if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::EXIT;
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}
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if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::ACCEPT;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_BORDER;
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}
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if (!Options::kiosk.enabled) {
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if (Input::get()->checkAction(InputAction::TOGGLE_FULLSCREEN, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_FULLSCREEN;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_DEC_ZOOM;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_INC_ZOOM;
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}
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_POSTFX, Input::DO_NOT_ALLOW_REPEAT)) {
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if (Options::video.postfx && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
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return InputAction::NEXT_POSTFX_PRESET;
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}
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return InputAction::TOGGLE_POSTFX;
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}
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if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::NEXT_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::PREVIOUS_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::PREVIOUS_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_INTEGER_SCALE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_VSYNC, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_VSYNC;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_DEBUG, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_DEBUG;
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}
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if (Input::get()->checkAction(InputAction::SHOW_DEBUG_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::SHOW_DEBUG_INFO;
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}
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return InputAction::NONE;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_DEC_ZOOM;
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} // namespace
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// Funciones públicas
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void handle() {
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// Salida de administrador en modo kiosko (Ctrl+Shift+Alt+Q)
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if (Options::kiosk.enabled) {
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SDL_Keymod mod = SDL_GetModState();
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const bool* ks = SDL_GetKeyboardState(nullptr);
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if (((mod & SDL_KMOD_CTRL) != 0U) && ((mod & SDL_KMOD_SHIFT) != 0U) && ((mod & SDL_KMOD_ALT) != 0U) && ks[SDL_SCANCODE_Q]) {
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SceneManager::current = SceneManager::Scene::QUIT;
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return;
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}
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}
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if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_INC_ZOOM;
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}
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_POSTFX, Input::DO_NOT_ALLOW_REPEAT)) {
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if (Options::video.postfx && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
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return InputAction::NEXT_POSTFX_PRESET;
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}
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return InputAction::TOGGLE_POSTFX;
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}
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if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::NEXT_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::PREVIOUS_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::PREVIOUS_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_INTEGER_SCALE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_VSYNC, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_VSYNC;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_DEBUG, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_DEBUG;
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}
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if (Input::get()->checkAction(InputAction::SHOW_DEBUG_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::SHOW_DEBUG_INFO;
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}
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return InputAction::NONE;
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}
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} // namespace
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// Detectar qué acción global está siendo presionada
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InputAction action = getPressedAction();
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// Funciones públicas
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// Ejecutar el handler correspondiente usando switch statement
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switch (action) {
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case InputAction::EXIT:
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handleQuit();
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break;
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void handle() {
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// Salida de administrador en modo kiosko (Ctrl+Shift+Alt+Q)
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if (Options::kiosk.enabled) {
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SDL_Keymod mod = SDL_GetModState();
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const bool* ks = SDL_GetKeyboardState(nullptr);
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if (((mod & SDL_KMOD_CTRL) != 0U) && ((mod & SDL_KMOD_SHIFT) != 0U) && ((mod & SDL_KMOD_ALT) != 0U) && ks[SDL_SCANCODE_Q]) {
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SceneManager::current = SceneManager::Scene::QUIT;
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return;
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}
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}
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case InputAction::ACCEPT:
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handleSkipSection();
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break;
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// Detectar qué acción global está siendo presionada
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InputAction action = getPressedAction();
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case InputAction::TOGGLE_BORDER:
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handleToggleBorder();
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break;
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// Ejecutar el handler correspondiente usando switch statement
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switch (action) {
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case InputAction::EXIT:
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handleQuit();
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break;
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case InputAction::TOGGLE_FULLSCREEN:
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handleToggleVideoMode();
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break;
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case InputAction::ACCEPT:
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handleSkipSection();
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break;
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case InputAction::WINDOW_DEC_ZOOM:
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handleDecWindowZoom();
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break;
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case InputAction::TOGGLE_BORDER:
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handleToggleBorder();
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break;
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case InputAction::WINDOW_INC_ZOOM:
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handleIncWindowZoom();
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break;
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case InputAction::TOGGLE_FULLSCREEN:
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handleToggleVideoMode();
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break;
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case InputAction::TOGGLE_POSTFX:
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handleTogglePostFX();
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break;
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case InputAction::WINDOW_DEC_ZOOM:
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handleDecWindowZoom();
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break;
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case InputAction::NEXT_POSTFX_PRESET:
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handleNextPostFXPreset();
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break;
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case InputAction::WINDOW_INC_ZOOM:
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handleIncWindowZoom();
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break;
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case InputAction::NEXT_PALETTE:
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handleNextPalette();
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break;
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case InputAction::TOGGLE_POSTFX:
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handleTogglePostFX();
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break;
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case InputAction::PREVIOUS_PALETTE:
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handlePreviousPalette();
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break;
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case InputAction::NEXT_POSTFX_PRESET:
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handleNextPostFXPreset();
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break;
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case InputAction::TOGGLE_INTEGER_SCALE:
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handleToggleIntegerScale();
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break;
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case InputAction::NEXT_PALETTE:
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handleNextPalette();
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break;
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case InputAction::TOGGLE_VSYNC:
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handleToggleVSync();
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break;
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case InputAction::PREVIOUS_PALETTE:
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handlePreviousPalette();
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break;
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case InputAction::TOGGLE_INTEGER_SCALE:
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handleToggleIntegerScale();
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break;
|
||||
|
||||
case InputAction::TOGGLE_VSYNC:
|
||||
handleToggleVSync();
|
||||
break;
|
||||
|
||||
case InputAction::TOGGLE_DEBUG:
|
||||
// handleToggleDebug();
|
||||
break;
|
||||
case InputAction::TOGGLE_DEBUG:
|
||||
// handleToggleDebug();
|
||||
break;
|
||||
|
||||
#ifdef _DEBUG
|
||||
case InputAction::SHOW_DEBUG_INFO:
|
||||
handleShowDebugInfo();
|
||||
break;
|
||||
case InputAction::SHOW_DEBUG_INFO:
|
||||
handleShowDebugInfo();
|
||||
break;
|
||||
#endif
|
||||
|
||||
case InputAction::NONE:
|
||||
default:
|
||||
// No se presionó ninguna acción global
|
||||
break;
|
||||
case InputAction::NONE:
|
||||
default:
|
||||
// No se presionó ninguna acción global
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace GlobalInputs
|
||||
@@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
namespace GlobalInputs {
|
||||
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
||||
void handle();
|
||||
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
|
||||
void handle();
|
||||
} // namespace GlobalInputs
|
||||
@@ -13,128 +13,128 @@
|
||||
|
||||
// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
|
||||
class Input {
|
||||
public:
|
||||
// --- Constantes ---
|
||||
static constexpr bool ALLOW_REPEAT = true; // Permite repetición
|
||||
static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
|
||||
static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
|
||||
static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
|
||||
static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
|
||||
static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
|
||||
public:
|
||||
// --- Constantes ---
|
||||
static constexpr bool ALLOW_REPEAT = true; // Permite repetición
|
||||
static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
|
||||
static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
|
||||
static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
|
||||
static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
|
||||
static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
|
||||
|
||||
// --- Tipos ---
|
||||
using Action = InputAction; // Alias para mantener compatibilidad
|
||||
// --- Tipos ---
|
||||
using Action = InputAction; // Alias para mantener compatibilidad
|
||||
|
||||
// --- Estructuras ---
|
||||
struct KeyState {
|
||||
Uint8 scancode{0}; // Scancode asociado
|
||||
bool is_held{false}; // Está pulsada ahora mismo
|
||||
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
|
||||
};
|
||||
// --- Estructuras ---
|
||||
struct KeyState {
|
||||
Uint8 scancode{0}; // Scancode asociado
|
||||
bool is_held{false}; // Está pulsada ahora mismo
|
||||
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
|
||||
};
|
||||
|
||||
struct ButtonState {
|
||||
int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)}; // GameControllerButton asociado
|
||||
bool is_held{false}; // Está pulsada ahora mismo
|
||||
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
|
||||
bool axis_active{false}; // Estado del eje
|
||||
bool trigger_active{false}; // Estado del trigger como botón digital
|
||||
};
|
||||
struct ButtonState {
|
||||
int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)}; // GameControllerButton asociado
|
||||
bool is_held{false}; // Está pulsada ahora mismo
|
||||
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
|
||||
bool axis_active{false}; // Estado del eje
|
||||
bool trigger_active{false}; // Estado del trigger como botón digital
|
||||
};
|
||||
|
||||
struct Keyboard {
|
||||
std::unordered_map<Action, KeyState> bindings; // Mapa de acciones a estados de tecla
|
||||
};
|
||||
struct Keyboard {
|
||||
std::unordered_map<Action, KeyState> bindings; // Mapa de acciones a estados de tecla
|
||||
};
|
||||
|
||||
struct Gamepad {
|
||||
SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
|
||||
SDL_JoystickID instance_id{0}; // ID de instancia del joystick
|
||||
std::string name; // Nombre del gamepad
|
||||
std::string path; // Ruta del dispositivo
|
||||
std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
|
||||
struct Gamepad {
|
||||
SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
|
||||
SDL_JoystickID instance_id{0}; // ID de instancia del joystick
|
||||
std::string name; // Nombre del gamepad
|
||||
std::string path; // Ruta del dispositivo
|
||||
std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
|
||||
|
||||
explicit Gamepad(SDL_Gamepad* gamepad)
|
||||
: pad(gamepad),
|
||||
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
|
||||
name(std::string(SDL_GetGamepadName(gamepad))),
|
||||
path(std::string(SDL_GetGamepadPath(pad))),
|
||||
bindings{
|
||||
// Movimiento del jugador
|
||||
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
|
||||
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
|
||||
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
|
||||
explicit Gamepad(SDL_Gamepad* gamepad)
|
||||
: pad(gamepad),
|
||||
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
|
||||
name(std::string(SDL_GetGamepadName(gamepad))),
|
||||
path(std::string(SDL_GetGamepadPath(pad))),
|
||||
bindings{
|
||||
// Movimiento del jugador
|
||||
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
|
||||
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
|
||||
{Action::JUMP, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
|
||||
|
||||
~Gamepad() {
|
||||
if (pad != nullptr) {
|
||||
SDL_CloseGamepad(pad);
|
||||
}
|
||||
}
|
||||
~Gamepad() {
|
||||
if (pad != nullptr) {
|
||||
SDL_CloseGamepad(pad);
|
||||
}
|
||||
}
|
||||
|
||||
// Reasigna un botón a una acción
|
||||
void rebindAction(Action action, SDL_GamepadButton new_button) {
|
||||
bindings[action].button = static_cast<int>(new_button);
|
||||
}
|
||||
};
|
||||
// Reasigna un botón a una acción
|
||||
void rebindAction(Action action, SDL_GamepadButton new_button) {
|
||||
bindings[action].button = static_cast<int>(new_button);
|
||||
}
|
||||
};
|
||||
|
||||
// --- Tipos ---
|
||||
using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
|
||||
// --- Tipos ---
|
||||
using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
|
||||
|
||||
// --- Singleton ---
|
||||
static void init(const std::string& game_controller_db_path);
|
||||
static void destroy();
|
||||
static auto get() -> Input*;
|
||||
// --- Singleton ---
|
||||
static void init(const std::string& game_controller_db_path);
|
||||
static void destroy();
|
||||
static auto get() -> Input*;
|
||||
|
||||
// --- Actualización del sistema ---
|
||||
void update(); // Actualiza estados de entrada
|
||||
// --- Actualización del sistema ---
|
||||
void update(); // Actualiza estados de entrada
|
||||
|
||||
// --- Configuración de controles ---
|
||||
void bindKey(Action action, SDL_Scancode code);
|
||||
void applyKeyboardBindingsFromOptions();
|
||||
void applyGamepadBindingsFromOptions();
|
||||
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
|
||||
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
|
||||
// --- Configuración de controles ---
|
||||
void bindKey(Action action, SDL_Scancode code);
|
||||
void applyKeyboardBindingsFromOptions();
|
||||
void applyGamepadBindingsFromOptions();
|
||||
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
|
||||
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
|
||||
|
||||
// --- Consulta de entrada ---
|
||||
auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
|
||||
auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
|
||||
void resetInputStates();
|
||||
// --- Consulta de entrada ---
|
||||
auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
|
||||
auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
|
||||
void resetInputStates();
|
||||
|
||||
// --- Gestión de gamepads ---
|
||||
[[nodiscard]] auto gameControllerFound() const -> bool;
|
||||
[[nodiscard]] auto getNumGamepads() const -> int;
|
||||
auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
|
||||
auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
|
||||
auto getGamepads() const -> const Gamepads& { return gamepads_; }
|
||||
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
|
||||
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
|
||||
auto getControllerNames() const -> std::vector<std::string>;
|
||||
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
|
||||
void printConnectedGamepads() const;
|
||||
// --- Gestión de gamepads ---
|
||||
[[nodiscard]] auto gameControllerFound() const -> bool;
|
||||
[[nodiscard]] auto getNumGamepads() const -> int;
|
||||
auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
|
||||
auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
|
||||
auto getGamepads() const -> const Gamepads& { return gamepads_; }
|
||||
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
|
||||
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
|
||||
auto getControllerNames() const -> std::vector<std::string>;
|
||||
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
|
||||
void printConnectedGamepads() const;
|
||||
|
||||
// --- Eventos ---
|
||||
auto handleEvent(const SDL_Event& event) -> std::string;
|
||||
// --- Eventos ---
|
||||
auto handleEvent(const SDL_Event& event) -> std::string;
|
||||
|
||||
private:
|
||||
// --- Constantes ---
|
||||
static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
|
||||
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
|
||||
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::JUMP}; // Inputs que usan botones
|
||||
private:
|
||||
// --- Constantes ---
|
||||
static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
|
||||
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
|
||||
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::JUMP}; // Inputs que usan botones
|
||||
|
||||
// --- Métodos ---
|
||||
explicit Input(std::string game_controller_db_path);
|
||||
~Input() = default;
|
||||
// --- Métodos ---
|
||||
explicit Input(std::string game_controller_db_path);
|
||||
~Input() = default;
|
||||
|
||||
void initSDLGamePad();
|
||||
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
void initSDLGamePad();
|
||||
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
|
||||
// --- Variables miembro ---
|
||||
static Input* instance; // Instancia única del singleton
|
||||
// --- Variables miembro ---
|
||||
static Input* instance; // Instancia única del singleton
|
||||
|
||||
Gamepads gamepads_; // Lista de gamepads conectados
|
||||
Keyboard keyboard_{}; // Estado del teclado
|
||||
std::string gamepad_mappings_file_; // Ruta al archivo de mappings
|
||||
Gamepads gamepads_; // Lista de gamepads conectados
|
||||
Keyboard keyboard_{}; // Estado del teclado
|
||||
std::string gamepad_mappings_file_; // Ruta al archivo de mappings
|
||||
};
|
||||
@@ -1,25 +1,25 @@
|
||||
#include "core/input/mouse.hpp"
|
||||
|
||||
namespace Mouse {
|
||||
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
|
||||
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
|
||||
bool cursor_visible = true; // Estado del cursor
|
||||
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
|
||||
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
|
||||
bool cursor_visible = true; // Estado del cursor
|
||||
|
||||
void handleEvent(const SDL_Event& event) {
|
||||
if (event.type == SDL_EVENT_MOUSE_MOTION) {
|
||||
last_mouse_move_time = SDL_GetTicks();
|
||||
if (!cursor_visible) {
|
||||
SDL_ShowCursor();
|
||||
cursor_visible = true;
|
||||
void handleEvent(const SDL_Event& event) {
|
||||
if (event.type == SDL_EVENT_MOUSE_MOTION) {
|
||||
last_mouse_move_time = SDL_GetTicks();
|
||||
if (!cursor_visible) {
|
||||
SDL_ShowCursor();
|
||||
cursor_visible = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void updateCursorVisibility() {
|
||||
Uint32 current_time = SDL_GetTicks();
|
||||
if (cursor_visible && (current_time - last_mouse_move_time > cursor_hide_time)) {
|
||||
SDL_HideCursor();
|
||||
cursor_visible = false;
|
||||
void updateCursorVisibility() {
|
||||
Uint32 current_time = SDL_GetTicks();
|
||||
if (cursor_visible && (current_time - last_mouse_move_time > cursor_hide_time)) {
|
||||
SDL_HideCursor();
|
||||
cursor_visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
} // namespace Mouse
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
namespace Mouse {
|
||||
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor
|
||||
extern Uint32 last_mouse_move_time; // Última vez que el ratón se movió
|
||||
extern bool cursor_visible; // Estado del cursor
|
||||
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor
|
||||
extern Uint32 last_mouse_move_time; // Última vez que el ratón se movió
|
||||
extern bool cursor_visible; // Estado del cursor
|
||||
|
||||
void handleEvent(const SDL_Event& event);
|
||||
void updateCursorVisibility();
|
||||
void handleEvent(const SDL_Event& event);
|
||||
void updateCursorVisibility();
|
||||
} // namespace Mouse
|
||||
Reference in New Issue
Block a user