changelog.md
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@@ -60,6 +60,7 @@ Versió que fa coincidir la numeració amb la del joc original del 2000.
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- Eixida neta quan la pausa estava activa (`00f8d6d`)
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- Eixida neta quan la pausa estava activa (`00f8d6d`)
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- Eliminats warnings del codi original tocant el mínim possible (`d598d4f`)
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- Eliminats warnings del codi original tocant el mínim possible (`d598d4f`)
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- Eliminats warnings addicionals (pragmas clang+gcc) (`9f37518`)
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- Eliminats warnings addicionals (pragmas clang+gcc) (`9f37518`)
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- El fitxer `gamecontrollerdb.txt` es copiava al release però no es carregava: ara `Gamepad::init()` crida `SDL_AddGamepadMappingsFromFile` per estendre la base de dades de mandos de SDL
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---
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---
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@@ -67,7 +67,7 @@ Flat C-style APIs (no classes), prefixed by subsystem. **Do not touch gameplay l
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- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer)
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- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer)
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- **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity
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- **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity
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- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement; A/B buttons, Start, Back translate to synthetic SDL key events (F12/ESC/Enter/Backspace) when menu is open, so Director handles them exactly like keyboard
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- **Gamepad** (`gamepad.hpp/cpp`) — First-gamepad support with hot-plug. Poll-based each frame: D-pad/left stick (deadzone 12000) → virtual arrow keys for game movement; A/B buttons, Start, Back translate to synthetic SDL key events (F12/ESC/Enter/Backspace) when menu is open, so Director handles them exactly like keyboard. Loads extra mappings from `gamecontrollerdb.txt` (next to the executable) at init via `SDL_AddGamepadMappingsFromFile`, extending SDL's built-in controller database
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- **KeyRemap** (`key_remap.hpp/cpp`) — Each frame, reads `Options::keys_game.*` and mirrors physical keyboard state to virtual standard scancodes (`SDL_SCANCODE_UP`/DOWN/LEFT/RIGHT). Allows full movement key remapping without touching hardcoded game code in `prota.cpp`/`mapa.cpp`
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- **KeyRemap** (`key_remap.hpp/cpp`) — Each frame, reads `Options::keys_game.*` and mirrors physical keyboard state to virtual standard scancodes (`SDL_SCANCODE_UP`/DOWN/LEFT/RIGHT). Allows full movement key remapping without touching hardcoded game code in `prota.cpp`/`mapa.cpp`
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### Locale Layer (`source/core/locale/`)
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### Locale Layer (`source/core/locale/`)
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