feat(input): binding START per jugador (teclat 1/2 fix, mando remapejable; pausa només per F11)

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JailDesigner committed 2026-05-06 08:23:01 +02:00
1 parent 165499b9d4
commit 5710568af8
9 files changed
+21 -9

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+1
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@@ -76,6 +76,7 @@ menu:
move_right: "Dreta"
jump: "Saltar"
attack: "Atacar"
start: "Start"
service: "Opcions"
gamepad_p1: "Comandament P1"
gamepad_p2: "Comandament P2"
+1
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@@ -75,6 +75,7 @@ menu:
move_right: "Right"
jump: "Jump"
attack: "Attack"
start: "Start"
service: "Options"
gamepad_p1: "Gamepad P1"
gamepad_p2: "Gamepad P2"
+2 -1
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@@ -62,7 +62,7 @@ void DefineButtons::disable() {
}
void DefineButtons::resetSequence() {
// Ordre: ATTACK, JUMP, SERVICE — replica l'estructura de
// Ordre: ATTACK, JUMP, START, SERVICE — replica l'estructura de
// `clearButtons()` de coffee_crisis_arcade_edition (seqüència ordenada
// d'accions amb la SERVICE al final) adaptada al joc actual. La label
// de SERVICE va a una clau pròpia (`menu.items.service`) per no
@@ -70,6 +70,7 @@ void DefineButtons::resetSequence() {
sequence_.clear();
sequence_.push_back({"menu.items.attack", GamepadBindings::Action::ATTACK, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)});
sequence_.push_back({"menu.items.jump", GamepadBindings::Action::JUMP, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)});
sequence_.push_back({"menu.items.start", GamepadBindings::Action::START, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)});
sequence_.push_back({"menu.items.service", GamepadBindings::Action::SERVICE, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)});
index_ = 0;
}
+3
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@@ -24,6 +24,7 @@ namespace {
ActionPair{GamepadBindings::Action::JUMP, std::string_view{"jump"}},
ActionPair{GamepadBindings::Action::ATTACK, std::string_view{"attack"}},
ActionPair{GamepadBindings::Action::SERVICE, std::string_view{"service"}},
ActionPair{GamepadBindings::Action::START, std::string_view{"start"}},
};
using ButtonPair = std::pair<int, std::string_view>;
@@ -98,6 +99,8 @@ auto GamepadBindings::defaultButton(Action action) -> int {
return static_cast<int>(SDL_GAMEPAD_BUTTON_WEST);
case Action::SERVICE:
return static_cast<int>(SDL_GAMEPAD_BUTTON_BACK);
case Action::START:
return static_cast<int>(SDL_GAMEPAD_BUTTON_START);
}
return static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID);
}
+1
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@@ -25,6 +25,7 @@ class GamepadBindings {
JUMP,
ATTACK,
SERVICE,
START,
};
// Triggers L2/R2 representats com a "botons virtuals" — replica la
+2
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@@ -27,6 +27,8 @@ class Player : public AnimatedSprite {
SDL_Scancode right;
SDL_Scancode jump;
SDL_Scancode attack;
// No remapejable des del menú de servei: P1 → "1", P2 → "2".
SDL_Scancode start;
};
// Estat d'alt nivell del jugador. Ortogonal a `Facing`/`Cardinal`
+3 -4
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@@ -14,7 +14,6 @@
#include <vector>
#include "core/audio/audio.hpp"
#include "core/input/gamepad_manager.hpp"
#include "core/input/global_inputs.hpp"
#include "core/input/key_config.hpp"
#include "core/locale/locale.hpp"
@@ -348,6 +347,7 @@ GameScene::GameScene(Config config)
.right = kb_p1.right,
.jump = kb_p1.jump,
.attack = kb_p1.attack,
.start = Defaults::KeysGame::START,
};
const Player::Controls CONTROLS_P2{
.up = kb_p2.up,
@@ -356,6 +356,7 @@ GameScene::GameScene(Config config)
.right = kb_p2.right,
.jump = kb_p2.jump,
.attack = kb_p2.attack,
.start = Defaults::KeysGameP2::START,
};
// Spawn lligat a la porta: tots els jugadors apareixen davant del
// passadís de sortida. `computeSpawn` deriva les coordenades de
@@ -1044,11 +1045,9 @@ void GameScene::handlePauseInput() {
if (editor_.active()) { return; }
#endif
const SDL_Scancode PAUSE_SC = KeyConfig::get().scancode("pause");
SDL_Gamepad* pad = GamepadManager::get().getPrimary();
for (const auto& event : EventBuffer::events) {
const bool KEY_HIT = (event.type == SDL_EVENT_KEY_DOWN && PAUSE_SC != SDL_SCANCODE_UNKNOWN && event.key.scancode == PAUSE_SC);
const bool PAD_HIT = (event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN && pad != nullptr && event.gbutton.which == SDL_GetGamepadID(pad) && event.gbutton.button == SDL_GAMEPAD_BUTTON_START);
if (!KEY_HIT && !PAD_HIT) { continue; }
if (!KEY_HIT) { continue; }
// Determinem cap a quin estat anem. Si estem quiets (IDLE o
// PAUSED) arranquem la transició contrària. Si estem en marxa
+6 -4
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@@ -58,10 +58,12 @@ class GameScene : public Scene {
// crida `setState` (que reseteja la `Transition`).
void updateRoomTransition(int delta_ms);
// Consumeix events d'aquest frame (F11 del KeyConfig "pause" o botó
// START del gamepad primari) per disparar les transicions de pausa.
// No alterna un flag binari: inicia (o inverteix mid-flight) un
// "dial" de temps que frena el món amb easing.
// Consumeix events d'aquest frame (F11 del KeyConfig "pause") per
// disparar les transicions de pausa. El mando ja no participa: el
// botó START és ara una acció remapeable per dispositiu i el menú
// de servei fa de pausa quan cal. No alterna un flag binari: inicia
// (o inverteix mid-flight) un "dial" de temps que frena el món amb
// easing.
void handlePauseInput();
// Avança la transició activa, recalcula `pause_.scale` i aplica el
+2
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@@ -79,6 +79,7 @@ namespace Defaults {
constexpr SDL_Scancode RIGHT = SDL_SCANCODE_RIGHT;
constexpr SDL_Scancode JUMP = SDL_SCANCODE_M;
constexpr SDL_Scancode ATTACK = SDL_SCANCODE_N;
constexpr SDL_Scancode START = SDL_SCANCODE_1;
constexpr SDL_Scancode EXIT = SDL_SCANCODE_ESCAPE;
} // namespace KeysGame
@@ -93,6 +94,7 @@ namespace Defaults {
constexpr SDL_Scancode RIGHT = SDL_SCANCODE_D;
constexpr SDL_Scancode JUMP = SDL_SCANCODE_V;
constexpr SDL_Scancode ATTACK = SDL_SCANCODE_C;
constexpr SDL_Scancode START = SDL_SCANCODE_2;
} // namespace KeysGameP2
namespace Player {