feat(controls): redefinició de tecles i botons del mando des del menú de servei

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JailDesigner committed 2026-04-29 19:54:47 +02:00
1 parent 4739354875
commit 37fdcb4751
15 files changed
+1169 -80

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@@ -9,6 +9,7 @@
#include <utility>
#include "core/audio/audio.hpp"
#include "core/input/gamepad_bindings.hpp"
#include "core/input/gamepad_manager.hpp"
#include "core/input/input_state.hpp"
#include "core/rendering/screen.hpp"
@@ -16,6 +17,7 @@
#include "core/resources/resource_helper.hpp"
#include "external/fkyaml_node.hpp"
#include "game/entities/event_bus.hpp"
#include "game/options.hpp"
#include "utils/defaults.hpp"
namespace {
@@ -578,6 +580,12 @@ void Player::tick(float delta_time) {
return;
}
// Refresca les vinculacions des d'Options en calent: així un remap fet
// al menú de servei té efecte immediatament, sense esperar al pròxim
// GameScene::onEnter. Replica el comportament d'AEE
// (`KeyRemap::update` que llig `Options::keys_game` cada frame).
refreshControlsFromOptions();
// Via `InputState` en lloc de `SDL_GetKeyboardState` directe: quan el
// service menu (o qualsevol UI modal) està obert, el wrapper retorna
// un buffer tot-a-zero perquè el jugador no es mogui mentre l'usuari
@@ -653,6 +661,18 @@ void Player::tick(float delta_time) {
}
}
void Player::refreshControlsFromOptions() {
if (id_ != 0 && id_ != 1) { return; }
const auto& kb = (id_ == 0) ? Options::controls().keyboard_p1
: Options::controls().keyboard_p2;
controls_.up = kb.up;
controls_.down = kb.down;
controls_.left = kb.left;
controls_.right = kb.right;
controls_.jump = kb.jump;
controls_.attack = kb.attack;
}
auto Player::consumeJumpEdge() -> bool {
// Edge-detection independent per teclat i mando: si qualsevol dels
// dos passa de no-premut a premut aquest frame, comptem com a salt.
@@ -664,7 +684,11 @@ auto Player::consumeJumpEdge() -> bool {
jump_held_keyboard_ = KEY_NOW;
SDL_Gamepad* pad = GamepadManager::get().getForPlayer(id_);
const bool PAD_NOW = (pad != nullptr) && InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_SOUTH);
const auto& slot = (id_ == 0) ? Options::controls().gamepad_p1
: Options::controls().gamepad_p2;
const int JUMP_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::JUMP);
const bool PAD_NOW = (pad != nullptr) && !InputState::isBlocked() &&
GamepadBindings::isPressed(pad, JUMP_BTN);
if (PAD_NOW && !jump_held_gamepad_) { edge = true; }
jump_held_gamepad_ = PAD_NOW;
@@ -672,16 +696,20 @@ auto Player::consumeJumpEdge() -> bool {
}
auto Player::consumeAttackEdge() -> bool {
// Mateix patró que `consumeJumpEdge` però per al botó d'atac. Mando:
// SDL_GAMEPAD_BUTTON_WEST (X a Xbox / Quadrat a PlayStation), oposat
// a SOUTH per evitar topades semàntiques.
// Mateix patró que `consumeJumpEdge` però per al botó d'atac. El botó
// físic ve d'`GamepadBindings`, persistit per dispositiu — l'usuari
// l'ha pogut remapejar des del menú de servei.
const bool* keys = InputState::getKeyboardState();
const bool KEY_NOW = keys[controls_.attack];
bool edge = (KEY_NOW && !attack_held_keyboard_);
attack_held_keyboard_ = KEY_NOW;
SDL_Gamepad* pad = GamepadManager::get().getForPlayer(id_);
const bool PAD_NOW = (pad != nullptr) && InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_WEST);
const auto& slot = (id_ == 0) ? Options::controls().gamepad_p1
: Options::controls().gamepad_p2;
const int ATK_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::ATTACK);
const bool PAD_NOW = (pad != nullptr) && !InputState::isBlocked() &&
GamepadBindings::isPressed(pad, ATK_BTN);
if (PAD_NOW && !attack_held_gamepad_) { edge = true; }
attack_held_gamepad_ = PAD_NOW;