varies coses i detallets
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@@ -1,10 +1,13 @@
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#include "core/input/gamepad.hpp"
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#include <cstdio>
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#include <string>
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#include "core/input/key_config.hpp"
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#include "core/jail/jinput.hpp"
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#include "core/locale/locale.hpp"
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#include "core/rendering/menu.hpp"
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#include "game/options.hpp"
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#include "core/rendering/overlay.hpp"
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namespace Gamepad {
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@@ -19,11 +22,23 @@ namespace Gamepad {
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static bool prev_down_ = false;
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static bool prev_left_ = false;
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static bool prev_right_ = false;
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static bool prev_a_ = false;
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static bool prev_b_ = false;
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static bool prev_south_ = false;
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static bool prev_east_ = false;
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static bool prev_west_ = false;
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static bool prev_north_ = false;
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static bool prev_start_ = false;
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static bool prev_back_ = false;
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static void notify(const char* name, const char* status_key) {
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std::string msg = (name && *name) ? name : "Gamepad";
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msg += ' ';
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msg += Locale::get(status_key);
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Overlay::showNotification(msg.c_str(), 2.5F);
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}
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static void notifyConnected(const char* name) { notify(name, "notifications.gamepad_connected"); }
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static void notifyDisconnected(const char* name) { notify(name, "notifications.gamepad_disconnected"); }
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static void openFirstGamepad() {
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int count = 0;
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SDL_JoystickID* ids = SDL_GetGamepads(&count);
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@@ -70,12 +85,16 @@ namespace Gamepad {
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pad_ = SDL_OpenGamepad(event.gdevice.which);
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if (pad_) {
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pad_id_ = event.gdevice.which;
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SDL_Log("Gamepad connectat: %s", SDL_GetGamepadName(pad_));
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const char* name = SDL_GetGamepadName(pad_);
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SDL_Log("Gamepad connectat: %s", name ? name : "");
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notifyConnected(name);
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}
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}
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} else if (event.type == SDL_EVENT_GAMEPAD_REMOVED) {
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if (pad_ && event.gdevice.which == pad_id_) {
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SDL_Log("Gamepad desconnectat");
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const char* name = SDL_GetGamepadName(pad_);
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std::string saved_name = name ? name : "";
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SDL_Log("Gamepad desconnectat: %s", saved_name.c_str());
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SDL_CloseGamepad(pad_);
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pad_ = nullptr;
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pad_id_ = 0;
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@@ -84,6 +103,7 @@ namespace Gamepad {
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JI_SetVirtualKey(SDL_SCANCODE_DOWN, JI_VSRC_GAMEPAD, false);
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JI_SetVirtualKey(SDL_SCANCODE_LEFT, JI_VSRC_GAMEPAD, false);
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JI_SetVirtualKey(SDL_SCANCODE_RIGHT, JI_VSRC_GAMEPAD, false);
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notifyDisconnected(saved_name.c_str());
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}
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}
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}
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@@ -125,16 +145,18 @@ namespace Gamepad {
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bool lt = dlt || slt;
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bool rt = drt || srt;
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// Botons
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bool a = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_SOUTH); // A/Cross
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bool b = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_EAST); // B/Circle
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// Botons frontals (layout SDL: SOUTH=A/Cross, EAST=B/Circle, WEST=X/Square, NORTH=Y/Triangle)
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bool south = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_SOUTH);
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bool east = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_EAST);
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bool west = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_WEST);
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bool north = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_NORTH);
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bool start = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_START);
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bool back = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_BACK);
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// Start → obre/tanca menú (flanc)
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if (start && !prev_start_) pushKey(Options::keys_gui.menu_toggle);
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// Back → ESC (flanc)
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if (back && !prev_back_) pushKey(SDL_SCANCODE_ESCAPE);
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// Select (Back) → obre/tanca menú de servei (flanc)
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if (back && !prev_back_) pushKey(KeyConfig::scancode("menu_toggle"));
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// Start → pausa (flanc)
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if (start && !prev_start_) pushKey(KeyConfig::scancode("pause_toggle"));
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if (Menu::isOpen()) {
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// Navegació del menú per flanc
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@@ -142,8 +164,9 @@ namespace Gamepad {
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if (dn && !prev_down_) pushKey(SDL_SCANCODE_DOWN);
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if (lt && !prev_left_) pushKey(SDL_SCANCODE_LEFT);
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if (rt && !prev_right_) pushKey(SDL_SCANCODE_RIGHT);
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if (a && !prev_a_) pushKey(SDL_SCANCODE_RETURN);
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if (b && !prev_b_) pushKey(SDL_SCANCODE_BACKSPACE);
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// EAST accepta, SOUTH cancela / endarrere
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if (east && !prev_east_) pushKey(SDL_SCANCODE_RETURN);
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if (south && !prev_south_) pushKey(SDL_SCANCODE_BACKSPACE);
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// Assegura que el joc no rep tecles de moviment mentre el menú està obert
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JI_SetVirtualKey(SDL_SCANCODE_UP, JI_VSRC_GAMEPAD, false);
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@@ -156,16 +179,21 @@ namespace Gamepad {
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JI_SetVirtualKey(SDL_SCANCODE_DOWN, JI_VSRC_GAMEPAD, dn);
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JI_SetVirtualKey(SDL_SCANCODE_LEFT, JI_VSRC_GAMEPAD, lt);
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JI_SetVirtualKey(SDL_SCANCODE_RIGHT, JI_VSRC_GAMEPAD, rt);
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// Botó A al joc: emet Enter per avançar seqüències (JI_AnyKey)
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if (a && !prev_a_) pushKey(SDL_SCANCODE_RETURN);
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// Qualsevol dels 4 botons frontals avança escenes (JI_AnyKey via Enter sintètic)
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if ((south && !prev_south_) || (east && !prev_east_) ||
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(west && !prev_west_) || (north && !prev_north_)) {
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pushKey(SDL_SCANCODE_RETURN);
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}
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}
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prev_up_ = up;
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prev_down_ = dn;
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prev_left_ = lt;
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prev_right_ = rt;
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prev_a_ = a;
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prev_b_ = b;
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prev_south_ = south;
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prev_east_ = east;
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prev_west_ = west;
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prev_north_ = north;
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prev_start_ = start;
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prev_back_ = back;
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}
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