soport per a gamepad
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167
source/core/input/gamepad.cpp
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167
source/core/input/gamepad.cpp
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@@ -0,0 +1,167 @@
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#include "core/input/gamepad.hpp"
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#include <cstdio>
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#include "core/jail/jinput.hpp"
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#include "core/rendering/menu.hpp"
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#include "game/options.hpp"
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namespace Gamepad {
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static SDL_Gamepad* pad_ = nullptr;
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static SDL_JoystickID pad_id_ = 0;
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// Dead-zone del stick esquerre (rang Sint16: -32768..32767)
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static constexpr Sint16 STICK_DEADZONE = 12000;
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// Estat previ per a detecció de flanc (edge-triggered)
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static bool prev_up_ = false;
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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_start_ = false;
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static bool prev_back_ = false;
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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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if (ids && count > 0) {
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pad_ = SDL_OpenGamepad(ids[0]);
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if (pad_) {
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pad_id_ = ids[0];
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SDL_Log("Gamepad connectat: %s", SDL_GetGamepadName(pad_));
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}
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}
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if (ids) SDL_free(ids);
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}
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void init() {
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if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
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SDL_Log("No s'ha pogut inicialitzar SDL_INIT_GAMEPAD: %s", SDL_GetError());
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return;
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}
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openFirstGamepad();
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}
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void destroy() {
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if (pad_) {
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SDL_CloseGamepad(pad_);
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pad_ = nullptr;
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pad_id_ = 0;
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}
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SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
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}
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auto isConnected() -> bool {
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return pad_ != nullptr;
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}
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void handleEvent(const SDL_Event& event) {
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if (event.type == SDL_EVENT_GAMEPAD_ADDED) {
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if (!pad_) {
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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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}
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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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SDL_CloseGamepad(pad_);
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pad_ = nullptr;
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pad_id_ = 0;
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// Neteja qualsevol tecla virtual que poguera estar premuda
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JI_SetVirtualKey(SDL_SCANCODE_UP, false);
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JI_SetVirtualKey(SDL_SCANCODE_DOWN, false);
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JI_SetVirtualKey(SDL_SCANCODE_LEFT, false);
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JI_SetVirtualKey(SDL_SCANCODE_RIGHT, false);
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}
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}
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}
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// Emet un parell de KEY_DOWN + KEY_UP sintètics que passaran pel handleEvents
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// del Director (menú, ESC, F12, etc.)
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static void pushKey(SDL_Scancode sc) {
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SDL_Event e;
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SDL_zero(e);
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e.type = SDL_EVENT_KEY_DOWN;
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e.key.scancode = sc;
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e.key.repeat = false;
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e.key.down = true;
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SDL_PushEvent(&e);
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e.type = SDL_EVENT_KEY_UP;
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e.key.down = false;
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SDL_PushEvent(&e);
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}
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void update() {
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if (!pad_) return;
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// D-pad
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bool dup = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_DPAD_UP);
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bool ddn = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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bool dlt = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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bool drt = SDL_GetGamepadButton(pad_, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Stick esquerre amb dead-zone
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Sint16 lx = SDL_GetGamepadAxis(pad_, SDL_GAMEPAD_AXIS_LEFTX);
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Sint16 ly = SDL_GetGamepadAxis(pad_, SDL_GAMEPAD_AXIS_LEFTY);
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bool sup = ly < -STICK_DEADZONE;
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bool sdn = ly > STICK_DEADZONE;
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bool slt = lx < -STICK_DEADZONE;
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bool srt = lx > STICK_DEADZONE;
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bool up = dup || sup;
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bool dn = ddn || sdn;
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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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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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if (Menu::isOpen()) {
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// Navegació del menú per flanc
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if (up && !prev_up_) pushKey(SDL_SCANCODE_UP);
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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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// Assegura que el joc no rep tecles de moviment mentre el menú està obert
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JI_SetVirtualKey(SDL_SCANCODE_UP, false);
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JI_SetVirtualKey(SDL_SCANCODE_DOWN, false);
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JI_SetVirtualKey(SDL_SCANCODE_LEFT, false);
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JI_SetVirtualKey(SDL_SCANCODE_RIGHT, false);
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} else {
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// Moviment al joc — level-triggered (polling)
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JI_SetVirtualKey(SDL_SCANCODE_UP, up);
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JI_SetVirtualKey(SDL_SCANCODE_DOWN, dn);
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JI_SetVirtualKey(SDL_SCANCODE_LEFT, lt);
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JI_SetVirtualKey(SDL_SCANCODE_RIGHT, 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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}
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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_start_ = start;
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prev_back_ = back;
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}
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} // namespace Gamepad
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18
source/core/input/gamepad.hpp
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18
source/core/input/gamepad.hpp
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@@ -0,0 +1,18 @@
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#pragma once
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#include <SDL3/SDL.h>
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// Suport de gamepad: mapeja D-pad/stick a les tecles de fletxa virtuals del joc
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// i emet events SDL sintètics per a navegació del menú (F12, ESC, Enter, etc.)
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namespace Gamepad {
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void init();
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void destroy();
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// Hot-plug: processa events SDL_EVENT_GAMEPAD_ADDED/REMOVED
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void handleEvent(const SDL_Event& event);
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// Poll d'estat cada frame — cridat des del Director
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void update();
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[[nodiscard]] auto isConnected() -> bool;
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} // namespace Gamepad
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@@ -20,6 +20,14 @@ void JI_SetInputBlocked(bool blocked) {
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input_blocked = blocked;
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}
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static Uint8 virtual_keystates[SDL_SCANCODE_COUNT] = {0};
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void JI_SetVirtualKey(int scancode, bool pressed) {
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if (scancode >= 0 && scancode < SDL_SCANCODE_COUNT) {
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virtual_keystates[scancode] = pressed ? 1 : 0;
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}
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}
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void JI_moveCheats(Uint8 new_key) {
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cheat[0] = cheat[1];
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cheat[1] = cheat[2];
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@@ -47,7 +55,8 @@ bool JI_KeyPressed(int key) {
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if (input_blocked) return false;
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// ESC bloquejada pel Director (primera pulsació mostra notificació)
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if (key == SDL_SCANCODE_ESCAPE && Director::get()->isEscBlocked()) return false;
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return keystates[key] != 0;
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if (key < 0 || key >= SDL_SCANCODE_COUNT) return false;
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return keystates[key] != 0 || virtual_keystates[key] != 0;
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}
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bool JI_CheatActivated(const char* cheat_code) {
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@@ -6,6 +6,10 @@ void JI_DisableKeyboard(Uint32 time);
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// Bloqueja tot l'input cap al joc (JI_KeyPressed retorna false per a tot)
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void JI_SetInputBlocked(bool blocked);
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// Estableix l'estat d'una tecla virtual (p.ex. des del gamepad).
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// JI_KeyPressed retorna true si el teclat real O la virtual estan premudes.
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void JI_SetVirtualKey(int scancode, bool pressed);
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void JI_Update();
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bool JI_KeyPressed(int key);
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@@ -3,6 +3,7 @@
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#include <cstring>
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#include <iostream>
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#include "core/input/gamepad.hpp"
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#include "core/input/global_inputs.hpp"
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#include "core/input/mouse.hpp"
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#include "core/jail/jgame.hpp"
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@@ -22,9 +23,11 @@ Director* Director::instance_ = nullptr;
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void Director::init() {
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instance_ = new Director();
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Gamepad::init();
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}
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void Director::destroy() {
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Gamepad::destroy();
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delete instance_;
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instance_ = nullptr;
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}
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@@ -50,6 +53,7 @@ void Director::run() {
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Uint32 frame_start = SDL_GetTicks();
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handleEvents();
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Gamepad::update();
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GlobalInputs::handle();
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Mouse::updateCursorVisibility();
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@@ -108,6 +112,11 @@ void Director::handleEvents() {
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JG_QuitSignal();
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requestQuit();
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}
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// Hot-plug de gamepad
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if (event.type == SDL_EVENT_GAMEPAD_ADDED || event.type == SDL_EVENT_GAMEPAD_REMOVED) {
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Gamepad::handleEvent(event);
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continue;
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}
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// Menú: F12 (o tecla configurada) obre/tanca el menú flotant
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if (event.type == SDL_EVENT_KEY_DOWN && !event.key.repeat &&
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event.key.scancode == Options::keys_gui.menu_toggle) {
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