feat(input): binding START per jugador (teclat 1/2 fix, mando remapejable; pausa només per F11)
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@@ -14,7 +14,6 @@
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#include <vector>
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#include "core/audio/audio.hpp"
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#include "core/input/gamepad_manager.hpp"
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#include "core/input/global_inputs.hpp"
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#include "core/input/key_config.hpp"
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#include "core/locale/locale.hpp"
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@@ -348,6 +347,7 @@ GameScene::GameScene(Config config)
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.right = kb_p1.right,
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.jump = kb_p1.jump,
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.attack = kb_p1.attack,
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.start = Defaults::KeysGame::START,
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};
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const Player::Controls CONTROLS_P2{
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.up = kb_p2.up,
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@@ -356,6 +356,7 @@ GameScene::GameScene(Config config)
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.right = kb_p2.right,
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.jump = kb_p2.jump,
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.attack = kb_p2.attack,
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.start = Defaults::KeysGameP2::START,
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};
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// Spawn lligat a la porta: tots els jugadors apareixen davant del
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// passadís de sortida. `computeSpawn` deriva les coordenades de
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@@ -1044,11 +1045,9 @@ void GameScene::handlePauseInput() {
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if (editor_.active()) { return; }
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#endif
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const SDL_Scancode PAUSE_SC = KeyConfig::get().scancode("pause");
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SDL_Gamepad* pad = GamepadManager::get().getPrimary();
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for (const auto& event : EventBuffer::events) {
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const bool KEY_HIT = (event.type == SDL_EVENT_KEY_DOWN && PAUSE_SC != SDL_SCANCODE_UNKNOWN && event.key.scancode == PAUSE_SC);
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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);
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if (!KEY_HIT && !PAD_HIT) { continue; }
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if (!KEY_HIT) { continue; }
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// Determinem cap a quin estat anem. Si estem quiets (IDLE o
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// PAUSED) arranquem la transició contrària. Si estem en marxa
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