refactor(input): elimina InputState vestigial
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@@ -11,7 +11,6 @@
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#include "core/audio/audio.hpp"
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#include "core/input/gamepad_bindings.hpp"
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#include "core/input/gamepad_manager.hpp"
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#include "core/input/input_state.hpp"
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#include "core/rendering/canvas.hpp"
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#include "core/rendering/effects/shadow.hpp"
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#include "core/rendering/screen.hpp"
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@@ -46,12 +45,12 @@ namespace {
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void accumulateGamepadMovement(int player_id, float& vx, float& vy) {
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SDL_Gamepad* pad = GamepadManager::get().getForPlayer(player_id);
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if (pad == nullptr) { return; }
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if (InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_LEFT)) { vx -= SPEED_PX_PER_S; }
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if (InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT)) { vx += SPEED_PX_PER_S; }
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if (InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_UP)) { vy -= SPEED_PX_PER_S; }
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if (InputState::getGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_DOWN)) { vy += SPEED_PX_PER_S; }
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const Sint16 LX = InputState::getGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTX);
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const Sint16 LY = InputState::getGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTY);
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if (SDL_GetGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_LEFT)) { vx -= SPEED_PX_PER_S; }
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if (SDL_GetGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_RIGHT)) { vx += SPEED_PX_PER_S; }
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if (SDL_GetGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_UP)) { vy -= SPEED_PX_PER_S; }
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if (SDL_GetGamepadButton(pad, SDL_GAMEPAD_BUTTON_DPAD_DOWN)) { vy += SPEED_PX_PER_S; }
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const Sint16 LX = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTX);
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const Sint16 LY = SDL_GetGamepadAxis(pad, SDL_GAMEPAD_AXIS_LEFTY);
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if (LX < -STICK_DEADZONE) { vx -= SPEED_PX_PER_S; }
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if (LX > STICK_DEADZONE) { vx += SPEED_PX_PER_S; }
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if (LY < -STICK_DEADZONE) { vy -= SPEED_PX_PER_S; }
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@@ -657,11 +656,7 @@ void Player::tick(float delta_time) {
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// (`KeyRemap::update` que llig `Options::keys_game` cada frame).
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refreshControlsFromOptions();
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// Via `InputState` en lloc de `SDL_GetKeyboardState` directe: quan el
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// service menu (o qualsevol UI modal) està obert, el wrapper retorna
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// un buffer tot-a-zero perquè el jugador no es mogui mentre l'usuari
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// navega el menú. Polling-blocked; veure `core/input/input_state.hpp`.
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const bool* keys = InputState::getKeyboardState();
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const bool* keys = SDL_GetKeyboardState(nullptr);
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float vx = 0.0F;
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float vy = 0.0F;
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if (keys[controls_.left]) { vx -= SPEED_PX_PER_S; }
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@@ -669,9 +664,7 @@ void Player::tick(float delta_time) {
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if (keys[controls_.up]) { vy -= SPEED_PX_PER_S; }
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if (keys[controls_.down]) { vy += SPEED_PX_PER_S; }
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// Cruceta i stick esquerre del mando assignat (si n'hi ha). També
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// respecten el bloqueig d'`InputState`, així que amb el menú obert
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// els botons tornen false/0 i no contribueixen a la velocitat.
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// Cruceta i stick esquerre del mando assignat (si n'hi ha).
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accumulateGamepadMovement(id_, vx, vy);
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input_vx_ = vx;
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@@ -749,7 +742,7 @@ auto Player::consumeJumpEdge() -> bool {
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// dos passa de no-premut a premut aquest frame, comptem com a salt.
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// Sense detecció de flanc, mantenir la tecla provocaria saltar
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// immediatament en aterrar.
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const bool* keys = InputState::getKeyboardState();
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const bool* keys = SDL_GetKeyboardState(nullptr);
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const bool KEY_NOW = keys[controls_.jump];
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bool edge = (KEY_NOW && !jump_held_keyboard_);
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jump_held_keyboard_ = KEY_NOW;
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@@ -758,8 +751,7 @@ auto Player::consumeJumpEdge() -> bool {
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const auto& slot = (id_ == 0) ? Options::controls().gamepad_p1
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: Options::controls().gamepad_p2;
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const int JUMP_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::JUMP);
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const bool PAD_NOW = (pad != nullptr) && !InputState::isBlocked() &&
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GamepadBindings::isPressed(pad, JUMP_BTN);
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const bool PAD_NOW = (pad != nullptr) && GamepadBindings::isPressed(pad, JUMP_BTN);
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if (PAD_NOW && !jump_held_gamepad_) { edge = true; }
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jump_held_gamepad_ = PAD_NOW;
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@@ -770,7 +762,7 @@ auto Player::consumeAttackEdge() -> bool {
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// Mateix patró que `consumeJumpEdge` però per al botó d'atac. El botó
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// físic ve d'`GamepadBindings`, persistit per dispositiu — l'usuari
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// l'ha pogut remapejar des del menú de servei.
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const bool* keys = InputState::getKeyboardState();
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const bool* keys = SDL_GetKeyboardState(nullptr);
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const bool KEY_NOW = keys[controls_.attack];
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bool edge = (KEY_NOW && !attack_held_keyboard_);
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attack_held_keyboard_ = KEY_NOW;
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@@ -779,8 +771,7 @@ auto Player::consumeAttackEdge() -> bool {
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const auto& slot = (id_ == 0) ? Options::controls().gamepad_p1
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: Options::controls().gamepad_p2;
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const int ATK_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::ATTACK);
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const bool PAD_NOW = (pad != nullptr) && !InputState::isBlocked() &&
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GamepadBindings::isPressed(pad, ATK_BTN);
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const bool PAD_NOW = (pad != nullptr) && GamepadBindings::isPressed(pad, ATK_BTN);
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if (PAD_NOW && !attack_held_gamepad_) { edge = true; }
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attack_held_gamepad_ = PAD_NOW;
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@@ -9,7 +9,6 @@
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#include "core/audio/audio.hpp"
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#include "core/input/gamepad_bindings.hpp"
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#include "core/input/gamepad_manager.hpp"
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#include "core/input/input_state.hpp"
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#include "core/input/key_config.hpp"
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#include "core/locale/locale.hpp"
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#include "core/rendering/canvas.hpp"
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@@ -246,11 +245,6 @@ void ServiceMenu::toggle() {
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open_ = true;
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closing_ = false;
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animated_h_ = 0.0F; // Comença des de 0 perquè la caixa crega.
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// Bloqueja l'input de polling: els consumidors com `Player` veuran
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// l'estat del teclat tot-a-zero mentre el menú sigui obert. Els
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// events (KEY_DOWN, etc.) ja els consumeix `processMenuInput`,
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// així que la navegació del menú no es veu afectada.
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InputState::setBlocked(true);
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}
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}
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@@ -259,9 +253,6 @@ void ServiceMenu::close() {
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open_ = false;
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closing_ = true; // `open_anim_` decaurà a update; la caixa es veu mentre dura.
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capturing_ = false;
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// Allibera el polling de seguida — la closing animation és purament
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// visual i no ha d'impedir que el jugador es mogui un cop ha tancat.
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InputState::setBlocked(false);
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}
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// `isVisible` inclou l'animació de tancament: retorna true mentre open_anim_>0
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