InputAction → enum class Input::Action
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@@ -208,44 +208,44 @@ void Director::initInput() {
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Input::get()->discoverGameController();
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// Teclado - Movimiento del jugador
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Input::get()->bindKey(UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(FIRE_RIGHT, SDL_SCANCODE_E);
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Input::get()->bindKey(Input::Action::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E);
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// Teclado - Otros
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Input::get()->bindKey(ACCEPT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(CANCEL, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(PAUSE, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(WINDOW_DEC_ZOOM, SDL_SCANCODE_F1);
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Input::get()->bindKey(WINDOW_INC_ZOOM, SDL_SCANCODE_F2);
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Input::get()->bindKey(WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(TOGGLE_SHADER, SDL_SCANCODE_F4);
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Input::get()->bindKey(TOGGLE_SHADER_TYPE, SDL_SCANCODE_F5);
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Input::get()->bindKey(NEXT_SHADER_PRESET, SDL_SCANCODE_F6);
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Input::get()->bindKey(Input::Action::ACCEPT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(Input::Action::CANCEL, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(Input::Action::PAUSE, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(Input::Action::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1);
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Input::get()->bindKey(Input::Action::WINDOW_INC_ZOOM, SDL_SCANCODE_F2);
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Input::get()->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(Input::Action::TOGGLE_SHADER, SDL_SCANCODE_F4);
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Input::get()->bindKey(Input::Action::TOGGLE_SHADER_TYPE, SDL_SCANCODE_F5);
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Input::get()->bindKey(Input::Action::NEXT_SHADER_PRESET, SDL_SCANCODE_F6);
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// Mando - Movimiento del jugador
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Input::get()->bindGameControllerButton(UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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Input::get()->bindGameControllerButton(FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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Input::get()->bindGameControllerButton(FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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Input::get()->bindGameControllerButton(Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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Input::get()->bindGameControllerButton(Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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Input::get()->bindGameControllerButton(Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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// Mando - Otros
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// SOUTH queda sin asignar para evitar salidas accidentales: pausa/cancel se hace con START/BACK.
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Input::get()->bindGameControllerButton(ACCEPT, SDL_GAMEPAD_BUTTON_EAST);
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Input::get()->bindGameControllerButton(Input::Action::ACCEPT, SDL_GAMEPAD_BUTTON_EAST);
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#ifdef GAME_CONSOLE
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Input::get()->bindGameControllerButton(input_pause, SDL_GAMEPAD_BUTTON_BACK);
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Input::get()->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_START);
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#else
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Input::get()->bindGameControllerButton(PAUSE, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(EXIT, SDL_GAMEPAD_BUTTON_BACK);
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Input::get()->bindGameControllerButton(Input::Action::PAUSE, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(Input::Action::EXIT, SDL_GAMEPAD_BUTTON_BACK);
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#endif
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}
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