From 1e6cb3bb242ec419c7202da3ed2d6295737f4109 Mon Sep 17 00:00:00 2001 From: Sergio Valor Date: Sat, 16 May 2026 19:59:12 +0200 Subject: [PATCH] =?UTF-8?q?InputAction=20=E2=86=92=20enum=20class=20Input:?= =?UTF-8?q?:Action?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- source/core/input/global_inputs.cpp | 12 ++--- source/core/input/input.cpp | 32 +++++++------- source/core/input/input.h | 68 ++++++++++++++--------------- source/core/system/director.cpp | 54 +++++++++++------------ source/game/entities/player.cpp | 12 ++--- source/game/entities/player.h | 3 +- source/game/game.cpp | 36 +++++++-------- source/game/scenes/instructions.cpp | 4 +- source/game/scenes/intro.cpp | 4 +- source/game/scenes/logo.cpp | 4 +- source/game/scenes/title.cpp | 2 +- source/game/ui/menu.cpp | 8 ++-- 12 files changed, 121 insertions(+), 118 deletions(-) diff --git a/source/core/input/global_inputs.cpp b/source/core/input/global_inputs.cpp index 349c4fe..840f3cd 100644 --- a/source/core/input/global_inputs.cpp +++ b/source/core/input/global_inputs.cpp @@ -8,29 +8,29 @@ namespace GlobalInputs { auto handle() -> bool { if (Screen::get() == nullptr || Input::get() == nullptr) { return false; } - if (Input::get()->checkInput(WINDOW_FULLSCREEN, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::WINDOW_FULLSCREEN, Input::Repeat::OFF)) { Screen::get()->toggleVideoMode(); return true; } - if (Input::get()->checkInput(WINDOW_DEC_ZOOM, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::WINDOW_DEC_ZOOM, Input::Repeat::OFF)) { Screen::get()->decWindowZoom(); return true; } - if (Input::get()->checkInput(WINDOW_INC_ZOOM, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::WINDOW_INC_ZOOM, Input::Repeat::OFF)) { Screen::get()->incWindowZoom(); return true; } - if (Input::get()->checkInput(TOGGLE_SHADER, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::TOGGLE_SHADER, Input::Repeat::OFF)) { Screen::get()->toggleShaderEnabled(); return true; } // F5/F6 només actuen quan el post-procesado està actiu. if (Screen::isShaderEnabled()) { - if (Input::get()->checkInput(TOGGLE_SHADER_TYPE, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::TOGGLE_SHADER_TYPE, Input::Repeat::OFF)) { Screen::get()->toggleActiveShader(); return true; } - if (Input::get()->checkInput(NEXT_SHADER_PRESET, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::NEXT_SHADER_PRESET, Input::Repeat::OFF)) { Screen::get()->nextPreset(); return true; } diff --git a/source/core/input/input.cpp b/source/core/input/input.cpp index e81fa1b..cd5e28f 100644 --- a/source/core/input/input.cpp +++ b/source/core/input/input.cpp @@ -65,12 +65,12 @@ Input::Input(std::string file) KeyBindings kb; kb.scancode = 0; kb.active = false; - key_bindings_.resize(NUMBER_OF_INPUTS, kb); + key_bindings_.resize(static_cast(Action::NUMBER_OF_INPUTS), kb); GameControllerBindings gcb; gcb.button = SDL_GAMEPAD_BUTTON_INVALID; gcb.active = false; - game_controller_bindings_.resize(NUMBER_OF_INPUTS, gcb); + game_controller_bindings_.resize(static_cast(Action::NUMBER_OF_INPUTS), gcb); } // Destructor @@ -94,17 +94,17 @@ void Input::update() { } // Asigna inputs a teclas -void Input::bindKey(Uint8 input, SDL_Scancode code) { - key_bindings_[input].scancode = code; +void Input::bindKey(Action input, SDL_Scancode code) { + key_bindings_[static_cast(input)].scancode = code; } // Asigna inputs a botones del mando -void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) { - game_controller_bindings_[input].button = button; +void Input::bindGameControllerButton(Action input, SDL_GamepadButton button) { + game_controller_bindings_[static_cast(input)].button = button; } // Comprueba si un input esta activo -auto Input::checkInput(Uint8 input, Repeat repeat, Device device, int index) -> bool { +auto Input::checkInput(Action input, Repeat repeat, Device device, int index) -> bool { if (!enabled_) { return false; } @@ -127,31 +127,33 @@ auto Input::checkInput(Uint8 input, Repeat repeat, Device device, int index) -> } // Helper de checkInput: comprueba el estado de una tecla -auto Input::checkKeyboardInput(Uint8 input, Repeat repeat) -> bool { +auto Input::checkKeyboardInput(Action input, Repeat repeat) -> bool { + const auto IDX = static_cast(input); const bool *key_states = SDL_GetKeyboardState(nullptr); - const bool IS_DOWN = key_states[key_bindings_[input].scancode]; + const bool IS_DOWN = key_states[key_bindings_[IDX].scancode]; if (repeat == Repeat::ON) { return IS_DOWN; } // Modo edge-trigger: éxito sólo en el frame en que la tecla pasa de up a down - const bool PRESS_EDGE = IS_DOWN && !key_bindings_[input].active; - key_bindings_[input].active = IS_DOWN; + const bool PRESS_EDGE = IS_DOWN && !key_bindings_[IDX].active; + key_bindings_[IDX].active = IS_DOWN; return PRESS_EDGE; } // Helper de checkInput: comprueba el estado de un botón de mando -auto Input::checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool { - const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button); +auto Input::checkGameControllerInput(Action input, Repeat repeat, int index) -> bool { + const auto IDX = static_cast(input); + const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[IDX].button); if (repeat == Repeat::ON) { return IS_DOWN; } // Modo edge-trigger: éxito sólo en el frame en que el botón pasa de up a down - const bool PRESS_EDGE = IS_DOWN && !game_controller_bindings_[input].active; - game_controller_bindings_[input].active = IS_DOWN; + const bool PRESS_EDGE = IS_DOWN && !game_controller_bindings_[IDX].active; + game_controller_bindings_[IDX].active = IS_DOWN; return PRESS_EDGE; } diff --git a/source/core/input/input.h b/source/core/input/input.h index ddc3c44..6a7d5d5 100644 --- a/source/core/input/input.h +++ b/source/core/input/input.h @@ -6,35 +6,6 @@ #include // for string, basic_string #include // for vector -enum InputAction : std::uint8_t { - // Inputs obligatorios - INVALID, - UP, - DOWN, - LEFT, - RIGHT, - PAUSE, - EXIT, - ACCEPT, - CANCEL, - - // Inputs personalizados - FIRE_LEFT, - FIRE_CENTER, - FIRE_RIGHT, - WINDOW_FULLSCREEN, - WINDOW_INC_ZOOM, - WINDOW_DEC_ZOOM, - - // GPU / shaders (hotkeys provisionales hasta que haya menú de opciones) - NEXT_SHADER_PRESET, - TOGGLE_SHADER, - TOGGLE_SHADER_TYPE, - - // Input obligatorio - NUMBER_OF_INPUTS -}; - enum InputDisable : std::uint8_t { NOT_DISABLED, FOREVER, @@ -54,6 +25,35 @@ class Input { ANY }; + enum class Action : std::uint8_t { + // Inputs obligatorios + INVALID, + UP, + DOWN, + LEFT, + RIGHT, + PAUSE, + EXIT, + ACCEPT, + CANCEL, + + // Inputs personalizados + FIRE_LEFT, + FIRE_CENTER, + FIRE_RIGHT, + WINDOW_FULLSCREEN, + WINDOW_INC_ZOOM, + WINDOW_DEC_ZOOM, + + // GPU / shaders (hotkeys provisionales hasta que haya menú de opciones) + NEXT_SHADER_PRESET, + TOGGLE_SHADER, + TOGGLE_SHADER_TYPE, + + // Centinela final (usar para sizing) + NUMBER_OF_INPUTS + }; + // Singleton API static void init(const std::string &game_controller_db_path); // Crea la instancia static void destroy(); // Libera la instancia @@ -62,10 +62,10 @@ class Input { ~Input(); // Destructor void update(); // Actualiza el estado del objeto - void bindKey(Uint8 input, SDL_Scancode code); // Asigna inputs a teclas - void bindGameControllerButton(Uint8 input, SDL_GamepadButton button); // Asigna inputs a botones del mando + void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas + void bindGameControllerButton(Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando - auto checkInput(Uint8 input, Repeat repeat = Repeat::ON, Device device = Device::ANY, int index = 0) -> bool; // Comprueba si un input esta activo + auto checkInput(Action input, Repeat repeat = Repeat::ON, Device device = Device::ANY, int index = 0) -> bool; // Comprueba si un input esta activo auto checkAnyInput(Device device = Device::ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo auto discoverGameController() -> bool; // Busca si hay un mando conectado @@ -119,8 +119,8 @@ class Input { static auto buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string; // Helpers de checkInput - auto checkKeyboardInput(Uint8 input, Repeat repeat) -> bool; - auto checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool; + auto checkKeyboardInput(Action input, Repeat repeat) -> bool; + auto checkGameControllerInput(Action input, Repeat repeat, int index) -> bool; // Helpers de discoverGameController void resetGameControllerState(); diff --git a/source/core/system/director.cpp b/source/core/system/director.cpp index 31de17a..b438e4f 100644 --- a/source/core/system/director.cpp +++ b/source/core/system/director.cpp @@ -208,44 +208,44 @@ void Director::initInput() { Input::get()->discoverGameController(); // Teclado - Movimiento del jugador - Input::get()->bindKey(UP, SDL_SCANCODE_UP); - Input::get()->bindKey(DOWN, SDL_SCANCODE_DOWN); - Input::get()->bindKey(LEFT, SDL_SCANCODE_LEFT); - Input::get()->bindKey(RIGHT, SDL_SCANCODE_RIGHT); - Input::get()->bindKey(FIRE_LEFT, SDL_SCANCODE_Q); - Input::get()->bindKey(FIRE_CENTER, SDL_SCANCODE_W); - Input::get()->bindKey(FIRE_RIGHT, SDL_SCANCODE_E); + Input::get()->bindKey(Input::Action::UP, SDL_SCANCODE_UP); + Input::get()->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN); + Input::get()->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT); + Input::get()->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT); + Input::get()->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q); + Input::get()->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W); + Input::get()->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E); // Teclado - Otros - Input::get()->bindKey(ACCEPT, SDL_SCANCODE_RETURN); - Input::get()->bindKey(CANCEL, SDL_SCANCODE_ESCAPE); - Input::get()->bindKey(PAUSE, SDL_SCANCODE_ESCAPE); - Input::get()->bindKey(EXIT, SDL_SCANCODE_ESCAPE); - Input::get()->bindKey(WINDOW_DEC_ZOOM, SDL_SCANCODE_F1); - Input::get()->bindKey(WINDOW_INC_ZOOM, SDL_SCANCODE_F2); - Input::get()->bindKey(WINDOW_FULLSCREEN, SDL_SCANCODE_F3); - Input::get()->bindKey(TOGGLE_SHADER, SDL_SCANCODE_F4); - Input::get()->bindKey(TOGGLE_SHADER_TYPE, SDL_SCANCODE_F5); - Input::get()->bindKey(NEXT_SHADER_PRESET, SDL_SCANCODE_F6); + Input::get()->bindKey(Input::Action::ACCEPT, SDL_SCANCODE_RETURN); + Input::get()->bindKey(Input::Action::CANCEL, SDL_SCANCODE_ESCAPE); + Input::get()->bindKey(Input::Action::PAUSE, SDL_SCANCODE_ESCAPE); + Input::get()->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE); + Input::get()->bindKey(Input::Action::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1); + Input::get()->bindKey(Input::Action::WINDOW_INC_ZOOM, SDL_SCANCODE_F2); + Input::get()->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3); + Input::get()->bindKey(Input::Action::TOGGLE_SHADER, SDL_SCANCODE_F4); + Input::get()->bindKey(Input::Action::TOGGLE_SHADER_TYPE, SDL_SCANCODE_F5); + Input::get()->bindKey(Input::Action::NEXT_SHADER_PRESET, SDL_SCANCODE_F6); // Mando - Movimiento del jugador - Input::get()->bindGameControllerButton(UP, SDL_GAMEPAD_BUTTON_DPAD_UP); - Input::get()->bindGameControllerButton(DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN); - Input::get()->bindGameControllerButton(LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT); - Input::get()->bindGameControllerButton(RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); - Input::get()->bindGameControllerButton(FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST); - Input::get()->bindGameControllerButton(FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH); - Input::get()->bindGameControllerButton(FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST); + Input::get()->bindGameControllerButton(Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP); + Input::get()->bindGameControllerButton(Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + Input::get()->bindGameControllerButton(Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + Input::get()->bindGameControllerButton(Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + Input::get()->bindGameControllerButton(Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST); + Input::get()->bindGameControllerButton(Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH); + Input::get()->bindGameControllerButton(Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST); // Mando - Otros // SOUTH queda sin asignar para evitar salidas accidentales: pausa/cancel se hace con START/BACK. - Input::get()->bindGameControllerButton(ACCEPT, SDL_GAMEPAD_BUTTON_EAST); + Input::get()->bindGameControllerButton(Input::Action::ACCEPT, SDL_GAMEPAD_BUTTON_EAST); #ifdef GAME_CONSOLE Input::get()->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_BACK); Input::get()->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_START); #else - Input::get()->bindGameControllerButton(PAUSE, SDL_GAMEPAD_BUTTON_START); - Input::get()->bindGameControllerButton(EXIT, SDL_GAMEPAD_BUTTON_BACK); + Input::get()->bindGameControllerButton(Input::Action::PAUSE, SDL_GAMEPAD_BUTTON_START); + Input::get()->bindGameControllerButton(Input::Action::EXIT, SDL_GAMEPAD_BUTTON_BACK); #endif } diff --git a/source/game/entities/player.cpp b/source/game/entities/player.cpp index bcaeea2..531c571 100644 --- a/source/game/entities/player.cpp +++ b/source/game/entities/player.cpp @@ -95,27 +95,27 @@ void Player::init() { } // Actua en consecuencia de la entrada recibida -void Player::setInput(Uint8 input) { +void Player::setInput(Input::Action input) { switch (input) { - case LEFT: + case Input::Action::LEFT: vel_x_ = -base_speed_; setWalkingStatus(STATUS_WALKING_LEFT); break; - case RIGHT: + case Input::Action::RIGHT: vel_x_ = base_speed_; setWalkingStatus(STATUS_WALKING_RIGHT); break; - case FIRE_CENTER: + case Input::Action::FIRE_CENTER: setFiringStatus(STATUS_FIRING_UP); break; - case FIRE_LEFT: + case Input::Action::FIRE_LEFT: setFiringStatus(STATUS_FIRING_LEFT); break; - case FIRE_RIGHT: + case Input::Action::FIRE_RIGHT: setFiringStatus(STATUS_FIRING_RIGHT); break; diff --git a/source/game/entities/player.h b/source/game/entities/player.h index 01032a0..373c8c0 100644 --- a/source/game/entities/player.h +++ b/source/game/entities/player.h @@ -6,6 +6,7 @@ #include // for vector #include "utils/utils.h" // for Circle +#include "core/input/input.h" // for Input::Action class AnimatedSprite; class Texture; @@ -26,7 +27,7 @@ class Player { void move(); // Mueve el jugador a la posición y animación que le corresponde void setPlayerTextures(const std::vector &texture); // Pone las texturas del jugador - void setInput(Uint8 input); // Actua en consecuencia de la entrada recibida + void setInput(Input::Action input); // Actua en consecuencia de la entrada recibida void setAnimation(); // Establece la animación correspondiente al estado [[nodiscard]] auto getPosX() const -> int; // Obtiene el valor de la variable diff --git a/source/game/game.cpp b/source/game/game.cpp index 9d95a42..57df5fe 100644 --- a/source/game/game.cpp +++ b/source/game/game.cpp @@ -2473,29 +2473,29 @@ void Game::processDemoInput() { const DemoKeys &keys = demo_.data_file[demo_.counter]; if (keys.left == 1) { - players_[INDEX]->setInput(LEFT); + players_[INDEX]->setInput(Input::Action::LEFT); } if (keys.right == 1) { - players_[INDEX]->setInput(RIGHT); + players_[INDEX]->setInput(Input::Action::RIGHT); } if (keys.no_input == 1) { - players_[INDEX]->setInput(INVALID); + players_[INDEX]->setInput(Input::Action::INVALID); } if (keys.fire == 1 && players_[INDEX]->canFire()) { - players_[INDEX]->setInput(FIRE_CENTER); + players_[INDEX]->setInput(Input::Action::FIRE_CENTER); createBullet(players_[INDEX]->getPosX() + (players_[INDEX]->getWidth() / 2) - 4, players_[INDEX]->getPosY() + (players_[INDEX]->getHeight() / 2), Bullet::Kind::UP, players_[INDEX]->isPowerUp(), INDEX); players_[INDEX]->setFireCooldown(10); } if (keys.fire_left == 1 && players_[INDEX]->canFire()) { - players_[INDEX]->setInput(FIRE_LEFT); + players_[INDEX]->setInput(Input::Action::FIRE_LEFT); createBullet(players_[INDEX]->getPosX() + (players_[INDEX]->getWidth() / 2) - 4, players_[INDEX]->getPosY() + (players_[INDEX]->getHeight() / 2), Bullet::Kind::LEFT, players_[INDEX]->isPowerUp(), INDEX); players_[INDEX]->setFireCooldown(10); } if (keys.fire_right == 1 && players_[INDEX]->canFire()) { - players_[INDEX]->setInput(FIRE_RIGHT); + players_[INDEX]->setInput(Input::Action::FIRE_RIGHT); createBullet(players_[INDEX]->getPosX() + (players_[INDEX]->getWidth() / 2) - 4, players_[INDEX]->getPosY() + (players_[INDEX]->getHeight() / 2), Bullet::Kind::RIGHT, players_[INDEX]->isPowerUp(), INDEX); players_[INDEX]->setFireCooldown(10); } @@ -2531,20 +2531,20 @@ void Game::processPlayerLiveInput(Player *player, int i) { const auto &device = Options::inputs[i]; // Movimiento izquierda / derecha / nada - if (input->checkInput(LEFT, Input::Repeat::ON, device.device_type, device.id)) { - player->setInput(LEFT); + if (input->checkInput(Input::Action::LEFT, Input::Repeat::ON, device.device_type, device.id)) { + player->setInput(Input::Action::LEFT); demo_.keys.left = 1; - } else if (input->checkInput(RIGHT, Input::Repeat::ON, device.device_type, device.id)) { - player->setInput(RIGHT); + } else if (input->checkInput(Input::Action::RIGHT, Input::Repeat::ON, device.device_type, device.id)) { + player->setInput(Input::Action::RIGHT); demo_.keys.right = 1; } else { - player->setInput(INVALID); + player->setInput(Input::Action::INVALID); demo_.keys.no_input = 1; } // Disparo al centro - if (input->checkInput(FIRE_CENTER, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { - player->setInput(FIRE_CENTER); + if (input->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { + player->setInput(Input::Action::FIRE_CENTER); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::UP, player->isPowerUp(), i); player->setFireCooldown(10); Audio::get()->playSound(bullet_sound_); @@ -2552,8 +2552,8 @@ void Game::processPlayerLiveInput(Player *player, int i) { } // Disparo a la izquierda - if (input->checkInput(FIRE_LEFT, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { - player->setInput(FIRE_LEFT); + if (input->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { + player->setInput(Input::Action::FIRE_LEFT); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::LEFT, player->isPowerUp(), i); player->setFireCooldown(10); Audio::get()->playSound(bullet_sound_); @@ -2561,8 +2561,8 @@ void Game::processPlayerLiveInput(Player *player, int i) { } // Disparo a la derecha - if (input->checkInput(FIRE_RIGHT, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { - player->setInput(FIRE_RIGHT); + if (input->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::ON, device.device_type, device.id) && player->canFire()) { + player->setInput(Input::Action::FIRE_RIGHT); createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::RIGHT, player->isPowerUp(), i); player->setFireCooldown(10); Audio::get()->playSound(bullet_sound_); @@ -2570,7 +2570,7 @@ void Game::processPlayerLiveInput(Player *player, int i) { } // Pausa - if (input->checkInput(PAUSE, Input::Repeat::OFF, device.device_type, device.id)) { + if (input->checkInput(Input::Action::PAUSE, Input::Repeat::OFF, device.device_type, device.id)) { section_->subsection = SUBSECTION_GAME_PAUSE; } diff --git a/source/game/scenes/instructions.cpp b/source/game/scenes/instructions.cpp index 34930fb..11a17c4 100644 --- a/source/game/scenes/instructions.cpp +++ b/source/game/scenes/instructions.cpp @@ -211,7 +211,7 @@ void Instructions::checkEvents() { // Comprueba las entradas void Instructions::checkInput() { #ifndef __EMSCRIPTEN__ - if (Input::get()->checkInput(EXIT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::EXIT, Input::Repeat::OFF)) { quit_requested_ = true; finished_ = true; return; @@ -219,7 +219,7 @@ void Instructions::checkInput() { #endif if (GlobalInputs::handle()) { return; } - if (Input::get()->checkInput(PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_RIGHT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) { if (mode_ == Mode::AUTO) { finished_ = true; } else { diff --git a/source/game/scenes/intro.cpp b/source/game/scenes/intro.cpp index 11a1d17..663e362 100644 --- a/source/game/scenes/intro.cpp +++ b/source/game/scenes/intro.cpp @@ -167,14 +167,14 @@ Intro::~Intro() { // Comprueba las entradas void Intro::checkInput() { #ifndef __EMSCRIPTEN__ - if (Input::get()->checkInput(EXIT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::EXIT, Input::Repeat::OFF)) { section_->name = SECTION_PROG_QUIT; return; } #endif if (GlobalInputs::handle()) { return; } - if (Input::get()->checkInput(PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_RIGHT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) { Audio::get()->stopMusic(); section_->name = SECTION_PROG_TITLE; section_->subsection = SUBSECTION_TITLE_1; diff --git a/source/game/scenes/logo.cpp b/source/game/scenes/logo.cpp index b103d3f..b9791fe 100644 --- a/source/game/scenes/logo.cpp +++ b/source/game/scenes/logo.cpp @@ -57,14 +57,14 @@ void Logo::checkLogoEnd() { // Comprueba las entradas void Logo::checkInput() { #ifndef __EMSCRIPTEN__ - if (Input::get()->checkInput(EXIT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::EXIT, Input::Repeat::OFF)) { section_->name = SECTION_PROG_QUIT; return; } #endif if (GlobalInputs::handle()) { return; } - if (Input::get()->checkInput(PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(FIRE_RIGHT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::PAUSE, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_LEFT, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_CENTER, Input::Repeat::OFF) || Input::get()->checkInput(Input::Action::FIRE_RIGHT, Input::Repeat::OFF)) { section_->name = SECTION_PROG_TITLE; section_->subsection = SUBSECTION_TITLE_1; } diff --git a/source/game/scenes/title.cpp b/source/game/scenes/title.cpp index b0689a2..0f1f9a8 100644 --- a/source/game/scenes/title.cpp +++ b/source/game/scenes/title.cpp @@ -622,7 +622,7 @@ void Title::render() { // Comprueba las entradas void Title::checkInput() { #ifndef __EMSCRIPTEN__ - if (Input::get()->checkInput(EXIT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::EXIT, Input::Repeat::OFF)) { section_->name = SECTION_PROG_QUIT; return; } diff --git a/source/game/ui/menu.cpp b/source/game/ui/menu.cpp index 475e87a..5b87c43 100644 --- a/source/game/ui/menu.cpp +++ b/source/game/ui/menu.cpp @@ -740,28 +740,28 @@ void Menu::setDefaultActionWhenCancel(int item) { // Gestiona la entrada de teclado y mando durante el menu void Menu::checkInput() { - if (Input::get()->checkInput(UP, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::UP, Input::Repeat::OFF)) { decreaseSelectorIndex(); if (sound_move_ != nullptr) { Audio::get()->playSound(sound_move_); } } - if (Input::get()->checkInput(DOWN, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::DOWN, Input::Repeat::OFF)) { increaseSelectorIndex(); if (sound_move_ != nullptr) { Audio::get()->playSound(sound_move_); } } - if (Input::get()->checkInput(ACCEPT, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::ACCEPT, Input::Repeat::OFF)) { item_selected_ = selector_.index; if (sound_accept_ != nullptr) { Audio::get()->playSound(sound_accept_); } } - if (Input::get()->checkInput(CANCEL, Input::Repeat::OFF)) { + if (Input::get()->checkInput(Input::Action::CANCEL, Input::Repeat::OFF)) { item_selected_ = default_action_when_cancel_; if (sound_cancel_ != nullptr) { Audio::get()->playSound(sound_cancel_);