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C++

#include "game/scenes/start_input.hpp"
#include <SDL3/SDL.h>
#include <algorithm>
#include "core/input/gamepad_bindings.hpp"
#include "core/input/gamepad_manager.hpp"
#include "core/system/event_buffer.hpp"
#include "game/options.hpp"
#include "utils/defaults.hpp"
namespace Input::Detect {
auto pressedStart(int player_id) -> bool {
const SDL_Scancode KB = (player_id == 0) ? Defaults::KeysGame::START : Defaults::KeysGameP2::START;
SDL_Gamepad* pad = GamepadManager::get().getForPlayer(player_id);
const SDL_JoystickID PAD_ID = (pad != nullptr) ? SDL_GetGamepadID(pad) : 0;
const auto& slot = (player_id == 0) ? Options::controls().gamepad_p1
: Options::controls().gamepad_p2;
const int START_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::START);
return std::ranges::any_of(EventBuffer::events, [&](const SDL_Event& ev) {
if (ev.type == SDL_EVENT_KEY_DOWN && ev.key.scancode == KB) { return true; }
if (ev.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN && pad != nullptr && ev.gbutton.which == PAD_ID && static_cast<int>(ev.gbutton.button) == START_BTN) {
return true;
}
return false;
});
}
auto pressedActionButton(int player_id) -> bool {
// Teclat: les bindings actives venen d'`Options::controls()` (les
// que el menú de servei pot reescriure), no de `Defaults` cru —
// així respectem el remapping de l'usuari igual que fa el Player.
const auto& kb = (player_id == 0) ? Options::controls().keyboard_p1
: Options::controls().keyboard_p2;
const SDL_Scancode KB_JUMP = kb.jump;
const SDL_Scancode KB_ATTACK = kb.attack;
SDL_Gamepad* pad = GamepadManager::get().getForPlayer(player_id);
const SDL_JoystickID PAD_ID = (pad != nullptr) ? SDL_GetGamepadID(pad) : 0;
const auto& slot = (player_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 int ATTACK_BTN = GamepadBindings::get().getButton(slot.name, slot.path, GamepadBindings::Action::ATTACK);
return std::ranges::any_of(EventBuffer::events, [&](const SDL_Event& ev) {
if (ev.type == SDL_EVENT_KEY_DOWN && (ev.key.scancode == KB_JUMP || ev.key.scancode == KB_ATTACK)) {
return true;
}
if (ev.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN && pad != nullptr && ev.gbutton.which == PAD_ID) {
const int BTN = static_cast<int>(ev.gbutton.button);
if (BTN == JUMP_BTN || BTN == ATTACK_BTN) { return true; }
}
return false;
});
}
} // namespace Input::Detect