feat(input): carrega gamecontrollerdb i corregeix l'ordre d'assignació de mandos

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JailDesigner committed 2026-04-25 10:32:09 +02:00
1 parent 4f1a3260a5
commit c77f90f6b6
5 files changed
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@@ -150,10 +150,15 @@ void GamepadManager::init() {
return;
}
// `gamecontrollerdb.txt` és opcional. Si no existeix, SDL retorna -1 i
// continuem amb les definicions internes del sistema.
const int ADDED = SDL_AddGamepadMappingsFromFile("data/input/gamecontrollerdb.txt");
if (ADDED > 0) {
std::cout << "GamepadManager: " << ADDED << " mappings de gamecontrollerdb.txt\n";
// continuem amb les definicions internes del sistema. Sempre informem
// del resultat per facilitar el diagnòstic de mandos no reconeguts.
static constexpr const char* DB_PATH = "data/input/gamecontrollerdb.txt";
const int ADDED = SDL_AddGamepadMappingsFromFile(DB_PATH);
if (ADDED < 0) {
std::cout << "GamepadManager: no s'ha pogut carregar " << DB_PATH
<< ": " << SDL_GetError() << '\n';
} else {
std::cout << "GamepadManager: " << ADDED << " mappings carregats de " << DB_PATH << '\n';
}
int count = 0;
@@ -164,6 +169,7 @@ void GamepadManager::init() {
}
SDL_free(ids);
}
std::cout << "GamepadManager: " << entries_.size() << " mando(s) detectat(s) a l'inici\n";
initialized_ = true;
}
@@ -262,6 +268,15 @@ void GamepadManager::assignToPlayer(int player_id, const std::string& name, cons
}
}
}
// Traç de l'assignació persistida (vinculada o pendent) perquè quede
// visible a la consola igual que les autoassignacions.
if (a.pad != nullptr) {
std::cout << "GamepadManager: assignat " << a.name
<< " → P" << (player_id + 1) << '\n';
} else {
std::cout << "GamepadManager: P" << (player_id + 1) << " pendent ("
<< (a.name.empty() ? a.path : a.name) << " no connectat)\n";
}
}
void GamepadManager::unassignFromPlayer(int player_id) {