treball en curs: correccions de tidy

This commit is contained in:
2026-05-16 15:49:21 +02:00
parent 18cd287808
commit 3421f34a84
18 changed files with 658 additions and 651 deletions
+6 -6
View File
@@ -8,29 +8,29 @@ namespace GlobalInputs {
auto handle() -> bool {
if (Screen::get() == nullptr || Input::get() == nullptr) { return false; }
if (Input::get()->checkInput(input_window_fullscreen, REPEAT_FALSE)) {
if (Input::get()->checkInput(WINDOW_FULLSCREEN, REPEAT_FALSE)) {
Screen::get()->toggleVideoMode();
return true;
}
if (Input::get()->checkInput(input_window_dec_size, REPEAT_FALSE)) {
if (Input::get()->checkInput(WINDOW_DEC_ZOOM, REPEAT_FALSE)) {
Screen::get()->decWindowZoom();
return true;
}
if (Input::get()->checkInput(input_window_inc_size, REPEAT_FALSE)) {
if (Input::get()->checkInput(WINDOW_INC_ZOOM, REPEAT_FALSE)) {
Screen::get()->incWindowZoom();
return true;
}
if (Input::get()->checkInput(input_toggle_shader, REPEAT_FALSE)) {
if (Input::get()->checkInput(TOGGLE_SHADER, REPEAT_FALSE)) {
Screen::get()->toggleShaderEnabled();
return true;
}
// F5/F6 només actuen quan el post-procesado està actiu.
if (Screen::get()->isShaderEnabled()) {
if (Input::get()->checkInput(input_toggle_shader_type, REPEAT_FALSE)) {
if (Input::get()->checkInput(TOGGLE_SHADER_TYPE, REPEAT_FALSE)) {
Screen::get()->toggleActiveShader();
return true;
}
if (Input::get()->checkInput(input_next_preset, REPEAT_FALSE)) {
if (Input::get()->checkInput(NEXT_SHADER_PRESET, REPEAT_FALSE)) {
Screen::get()->nextPreset();
return true;
}
+166 -169
View File
@@ -45,8 +45,8 @@ static void installWebStandardMapping(SDL_JoystickID jid) {
Input *Input::instance = nullptr;
// Singleton API
void Input::init(const std::string &gameControllerDbPath) {
Input::instance = new Input(gameControllerDbPath);
void Input::init(const std::string &game_controller_db_path) {
Input::instance = new Input(game_controller_db_path);
}
void Input::destroy() {
@@ -60,111 +60,99 @@ auto Input::get() -> Input * {
// Constructor
Input::Input(std::string file)
: dbPath(std::move(file)) {
: db_path_(std::move(file)) {
// Inicializa las variables
KeyBindings kb;
kb.scancode = 0;
kb.active = false;
keyBindings.resize(input_number_of_inputs, kb);
key_bindings_.resize(NUMBER_OF_INPUTS, kb);
GameControllerBindings gcb;
gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
gcb.active = false;
gameControllerBindings.resize(input_number_of_inputs, gcb);
game_controller_bindings_.resize(NUMBER_OF_INPUTS, gcb);
}
// Destructor
Input::~Input() {
for (auto *pad : connectedControllers) {
for (auto *pad : connected_controllers_) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connectedControllers.clear();
connectedControllerIds.clear();
controllerNames.clear();
numGamepads = 0;
connected_controllers_.clear();
connected_controller_ids_.clear();
controller_names_.clear();
num_gamepads_ = 0;
}
// Actualiza el estado del objeto
void Input::update() {
if (disabledUntil == d_keyPressed && !checkAnyInput()) {
if (disabled_until_ == KEY_PRESSED && !checkAnyInput()) {
enable();
}
}
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code) {
keyBindings[input].scancode = code;
key_bindings_[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
gameControllerBindings[input].button = button;
game_controller_bindings_[input].button = button;
}
// Comprueba si un input esta activo
auto Input::checkInput(Uint8 input, bool repeat, int device, int index) -> bool {
if (!enabled) {
if (!enabled_) {
return false;
}
bool successKeyboard = false;
bool successGameController = false;
if (device == INPUT_USE_ANY) {
index = 0;
}
bool success_keyboard = false;
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
const bool *keyStates = SDL_GetKeyboardState(nullptr);
if (repeat) {
successKeyboard = keyStates[keyBindings[input].scancode];
} else {
if (!keyBindings[input].active) {
if (keyStates[keyBindings[input].scancode]) {
keyBindings[input].active = true;
successKeyboard = true;
} else {
successKeyboard = false;
}
} else {
if (!keyStates[keyBindings[input].scancode]) {
keyBindings[input].active = false;
successKeyboard = false;
} else {
successKeyboard = false;
}
}
}
success_keyboard = checkKeyboardInput(input, repeat);
}
if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size()) {
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) {
if (repeat) {
successGameController = SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button);
} else {
if (!gameControllerBindings[input].active) {
if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
gameControllerBindings[input].active = true;
successGameController = true;
} else {
successGameController = false;
}
} else {
if (!SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
gameControllerBindings[input].active = false;
successGameController = false;
} else {
successGameController = false;
}
}
}
}
bool success_game_controller = false;
if ((device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) && gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
success_game_controller = checkGameControllerInput(input, repeat, index);
}
return (successKeyboard || successGameController);
return success_keyboard || success_game_controller;
}
// Helper de checkInput: comprueba el estado de una tecla
auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
const bool *key_states = SDL_GetKeyboardState(nullptr);
const bool IS_DOWN = key_states[key_bindings_[input].scancode];
if (repeat) {
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;
return PRESS_EDGE;
}
// Helper de checkInput: comprueba el estado de un botón de mando
auto Input::checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool {
const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button);
if (repeat) {
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;
return PRESS_EDGE;
}
// Comprueba si hay almenos un input activo
@@ -174,19 +162,19 @@ auto Input::checkAnyInput(int device, int index) -> bool {
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
const bool *mKeystates = SDL_GetKeyboardState(nullptr);
const bool *key_states = SDL_GetKeyboardState(nullptr);
for (auto &keyBinding : keyBindings) {
if (mKeystates[keyBinding.scancode]) {
for (auto &key_binding : key_bindings_) {
if (key_states[key_binding.scancode]) {
return true;
}
}
}
if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size()) {
if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) {
for (auto &gameControllerBinding : gameControllerBindings) {
if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBinding.button)) {
for (auto &game_controller_binding : game_controller_bindings_) {
if (SDL_GetGamepadButton(connected_controllers_[index], game_controller_binding.button)) {
return true;
}
}
@@ -199,13 +187,13 @@ auto Input::checkAnyInput(int device, int index) -> bool {
// Construye el nombre visible de un mando.
// Recorta des del primer '(' o '[' (per a evitar coses tipus
// "Retroid Controller (vendor: 1001) ...") i talla a 25 caràcters.
auto Input::buildControllerName(SDL_Gamepad *pad, int padIndex) -> std::string {
(void)padIndex;
const char *padName = SDL_GetGamepadName(pad);
std::string name = (padName != nullptr) ? padName : "Unknown";
const auto pos = name.find_first_of("([");
if (pos != std::string::npos) {
name.erase(pos);
auto Input::buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string {
(void)pad_index;
const char *pad_name = SDL_GetGamepadName(pad);
std::string name = (pad_name != nullptr) ? pad_name : "Unknown";
const auto POS = name.find_first_of("([");
if (POS != std::string::npos) {
name.erase(POS);
}
while (!name.empty() && name.back() == ' ') {
name.pop_back();
@@ -219,136 +207,145 @@ auto Input::buildControllerName(SDL_Gamepad *pad, int padIndex) -> std::string {
// Busca si hay un mando conectado. Cierra y limpia el estado previo para
// que la función sea idempotente si se invoca más de una vez.
auto Input::discoverGameController() -> bool {
// Cierra los mandos ya abiertos y limpia los vectores paralelos
for (auto *pad : connectedControllers) {
resetGameControllerState();
ensureGamepadSubsystem();
int num_joysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&num_joysticks);
if (joysticks == nullptr) {
return false;
}
int gamepad_count = 0;
for (int i = 0; i < num_joysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
gamepad_count++;
}
}
if (verbose_) {
std::cout << "\nChecking for game controllers...\n";
std::cout << num_joysticks << " joysticks found, " << gamepad_count << " are gamepads\n";
}
bool found = false;
if (gamepad_count > 0) {
found = true;
int pad_index = 0;
for (int i = 0; i < num_joysticks; i++) {
if (!SDL_IsGamepad(joysticks[i])) {
continue;
}
if (openGamepad(joysticks[i], pad_index)) {
pad_index++;
}
}
SDL_SetGamepadEventsEnabled(true);
}
SDL_free(joysticks);
return found;
}
// Helper de discoverGameController: cierra mandos previos y limpia vectores paralelos
void Input::resetGameControllerState() {
for (auto *pad : connected_controllers_) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connectedControllers.clear();
connectedControllerIds.clear();
controllerNames.clear();
numGamepads = 0;
bool found = false;
connected_controllers_.clear();
connected_controller_ids_.clear();
controller_names_.clear();
num_gamepads_ = 0;
}
// Helper de discoverGameController: inicializa el subsystem de gamepad y carga el mapping
void Input::ensureGamepadSubsystem() {
if (SDL_WasInit(SDL_INIT_GAMEPAD) != SDL_INIT_GAMEPAD) {
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
}
if (SDL_AddGamepadMappingsFromFile(db_path_.c_str()) < 0 && verbose_) {
std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << '\n';
}
}
if (SDL_AddGamepadMappingsFromFile(dbPath.c_str()) < 0) {
if (verbose) {
std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << '\n';
// Helper de discoverGameController: abre y registra un mando. Devuelve true si tuvo éxito.
auto Input::openGamepad(SDL_JoystickID joystick_id, int pad_index) -> bool {
installWebStandardMapping(joystick_id);
SDL_Gamepad *pad = SDL_OpenGamepad(joystick_id);
if (pad == nullptr) {
if (verbose_) {
std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
}
return false;
}
int nJoysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&nJoysticks);
if (joysticks != nullptr) {
int gamepadCount = 0;
for (int i = 0; i < nJoysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
gamepadCount++;
}
}
if (verbose) {
std::cout << "\nChecking for game controllers...\n";
std::cout << nJoysticks << " joysticks found, " << gamepadCount << " are gamepads\n";
}
if (gamepadCount > 0) {
found = true;
int padIndex = 0;
for (int i = 0; i < nJoysticks; i++) {
if (!SDL_IsGamepad(joysticks[i])) {
continue;
}
installWebStandardMapping(joysticks[i]);
SDL_Gamepad *pad = SDL_OpenGamepad(joysticks[i]);
if (pad != nullptr) {
const std::string name = buildControllerName(pad, padIndex);
connectedControllers.push_back(pad);
connectedControllerIds.push_back(joysticks[i]);
controllerNames.push_back(name);
numGamepads++;
padIndex++;
if (verbose) {
std::cout << name << '\n';
}
} else {
if (verbose) {
std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
}
}
}
SDL_SetGamepadEventsEnabled(true);
}
SDL_free(joysticks);
const std::string NAME = buildControllerName(pad, pad_index);
connected_controllers_.push_back(pad);
connected_controller_ids_.push_back(joystick_id);
controller_names_.push_back(NAME);
num_gamepads_++;
if (verbose_) {
std::cout << NAME << '\n';
}
return found;
return true;
}
// Procesa un evento SDL_EVENT_GAMEPAD_ADDED
auto Input::handleGamepadAdded(SDL_JoystickID jid, std::string &outName) -> bool {
auto Input::handleGamepadAdded(SDL_JoystickID jid, std::string &out_name) -> bool {
if (!SDL_IsGamepad(jid)) {
return false;
}
// Si el mando ya está registrado no hace nada (ej. evento retroactivo tras el scan inicial)
if (std::ranges::any_of(connectedControllerIds, [jid](SDL_JoystickID existing) { return existing == jid; })) {
if (std::ranges::any_of(connected_controller_ids_, [jid](SDL_JoystickID existing) { return existing == jid; })) {
return false;
}
installWebStandardMapping(jid);
SDL_Gamepad *pad = SDL_OpenGamepad(jid);
if (pad == nullptr) {
if (verbose) {
if (verbose_) {
std::cout << "Failed to open gamepad " << jid << ": " << SDL_GetError() << '\n';
}
return false;
}
const int padIndex = (int)connectedControllers.size();
const std::string name = buildControllerName(pad, padIndex);
connectedControllers.push_back(pad);
connectedControllerIds.push_back(jid);
controllerNames.push_back(name);
numGamepads++;
const int PAD_INDEX = (int)connected_controllers_.size();
const std::string NAME = buildControllerName(pad, PAD_INDEX);
connected_controllers_.push_back(pad);
connected_controller_ids_.push_back(jid);
controller_names_.push_back(NAME);
num_gamepads_++;
if (verbose) {
std::cout << "Gamepad connected: " << name << '\n';
if (verbose_) {
std::cout << "Gamepad connected: " << NAME << '\n';
}
outName = name;
out_name = NAME;
return true;
}
// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED
auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) -> bool {
for (size_t i = 0; i < connectedControllerIds.size(); ++i) {
if (connectedControllerIds[i] != jid) {
auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &out_name) -> bool {
for (size_t i = 0; i < connected_controller_ids_.size(); ++i) {
if (connected_controller_ids_[i] != jid) {
continue;
}
outName = controllerNames[i];
if (connectedControllers[i] != nullptr) {
SDL_CloseGamepad(connectedControllers[i]);
out_name = controller_names_[i];
if (connected_controllers_[i] != nullptr) {
SDL_CloseGamepad(connected_controllers_[i]);
}
connectedControllers.erase(connectedControllers.begin() + i);
connectedControllerIds.erase(connectedControllerIds.begin() + i);
controllerNames.erase(controllerNames.begin() + i);
numGamepads--;
numGamepads = std::max(numGamepads, 0);
connected_controllers_.erase(connected_controllers_.begin() + i);
connected_controller_ids_.erase(connected_controller_ids_.begin() + i);
controller_names_.erase(controller_names_.begin() + i);
num_gamepads_--;
num_gamepads_ = std::max(num_gamepads_, 0);
if (verbose) {
std::cout << "Gamepad disconnected: " << outName << '\n';
if (verbose_) {
std::cout << "Gamepad disconnected: " << out_name << '\n';
}
return true;
@@ -358,35 +355,35 @@ auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) -> bo
// Comprueba si hay algun mando conectado
auto Input::gameControllerFound() const -> bool {
return numGamepads > 0;
return num_gamepads_ > 0;
}
// Obten el nombre de un mando de juego
auto Input::getControllerName(int index) -> std::string {
if (numGamepads > 0) {
return controllerNames[index];
if (num_gamepads_ > 0) {
return controller_names_[index];
}
return "";
}
// Obten el numero de mandos conectados
auto Input::getNumControllers() const -> int {
return numGamepads;
return num_gamepads_;
}
// Establece si ha de mostrar mensajes
void Input::setVerbose(bool value) {
verbose = value;
verbose_ = value;
}
// Deshabilita las entradas durante un periodo de tiempo
void Input::disableUntil(InputDisable value) {
disabledUntil = value;
enabled = false;
disabled_until_ = value;
enabled_ = false;
}
// Hablita las entradas
void Input::enable() {
enabled = true;
disabledUntil = d_notDisabled;
enabled_ = true;
disabled_until_ = NOT_DISABLED;
}
+78 -91
View File
@@ -17,40 +17,73 @@ constexpr int INPUT_USE_ANY = 2;
enum InputAction : std::uint8_t {
// Inputs obligatorios
input_null,
input_up,
input_down,
input_left,
input_right,
input_pause,
input_exit,
input_accept,
input_cancel,
INVALID,
UP,
DOWN,
LEFT,
RIGHT,
PAUSE,
EXIT,
ACCEPT,
CANCEL,
// Inputs personalizados
input_fire_left,
input_fire_center,
input_fire_right,
input_window_fullscreen,
input_window_inc_size,
input_window_dec_size,
FIRE_LEFT,
FIRE_CENTER,
FIRE_RIGHT,
WINDOW_FULLSCREEN,
WINDOW_INC_ZOOM,
WINDOW_DEC_ZOOM,
// GPU / shaders (hotkeys provisionales hasta que haya menú de opciones)
input_next_preset,
input_toggle_shader,
input_toggle_shader_type,
NEXT_SHADER_PRESET,
TOGGLE_SHADER,
TOGGLE_SHADER_TYPE,
// Input obligatorio
input_number_of_inputs
NUMBER_OF_INPUTS
};
enum InputDisable : std::uint8_t {
d_notDisabled,
d_forever,
d_keyPressed
NOT_DISABLED,
FOREVER,
KEY_PRESSED
};
class Input {
public:
// Singleton API
static void init(const std::string &game_controller_db_path); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Input *; // Obtiene el puntero a la instancia
~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
auto checkInput(Uint8 input, bool repeat = true, int device = INPUT_USE_ANY, int index = 0) -> bool; // Comprueba si un input esta activo
auto checkAnyInput(int device = INPUT_USE_ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo
auto discoverGameController() -> bool; // Busca si hay un mando conectado
// Procesa un evento SDL_EVENT_GAMEPAD_ADDED. Devuelve true si el mando se ha añadido
// (no estaba ya registrado) y escribe el nombre visible en outName.
auto handleGamepadAdded(SDL_JoystickID jid, std::string &out_name) -> bool;
// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED. Devuelve true si se ha encontrado y
// eliminado, y escribe el nombre visible en outName.
auto handleGamepadRemoved(SDL_JoystickID jid, std::string &out_name) -> bool;
[[nodiscard]] auto gameControllerFound() const -> bool; // Comprueba si hay algun mando conectado
[[nodiscard]] auto getNumControllers() const -> int; // Obten el numero de mandos conectados
auto getControllerName(int index) -> std::string; // Obten el nombre de un mando de juego
void setVerbose(bool value); // Establece si ha de mostrar mensajes
void disableUntil(InputDisable value); // Deshabilita las entradas durante un periodo de tiempo
void enable(); // Hablita las entradas
private:
struct KeyBindings {
Uint8 scancode; // Scancode asociado
@@ -63,78 +96,32 @@ class Input {
};
// Objetos y punteros
std::vector<SDL_Gamepad *> connectedControllers; // Vector con todos los mandos conectados
std::vector<SDL_JoystickID> connectedControllerIds; // Instance IDs paralelos para mapear eventos
std::vector<SDL_Gamepad *> connected_controllers_; // Vector con todos los mandos conectados
std::vector<SDL_JoystickID> connected_controller_ids_; // Instance IDs paralelos para mapear eventos
// Variables
std::vector<KeyBindings> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
int numGamepads{0}; // Numero de mandos conectados
std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
bool verbose{true}; // Indica si ha de mostrar mensajes
InputDisable disabledUntil{d_notDisabled}; // Tiempo que esta deshabilitado
bool enabled{true}; // Indica si está habilitado
std::vector<KeyBindings> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings> game_controller_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::string> controller_names_; // Vector con los nombres de los mandos
int num_gamepads_{0}; // Numero de mandos conectados
std::string db_path_; // Ruta al archivo gamecontrollerdb.txt
bool verbose_{true}; // Indica si ha de mostrar mensajes
InputDisable disabled_until_{NOT_DISABLED}; // Tiempo que esta deshabilitado
bool enabled_{true}; // Indica si está habilitado
static Input *instance; // Instancia única
explicit Input(std::string file); // Constructor privado (usar Input::init)
// Construye el nombre visible de un mando (name truncado + sufijo #N)
static auto buildControllerName(SDL_Gamepad *pad, int padIndex) -> std::string;
static auto buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string;
// Constructor privado (usar Input::init)
explicit Input(std::string file);
// Helpers de checkInput
auto checkKeyboardInput(Uint8 input, bool repeat) -> bool;
auto checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool;
// Instancia única
static Input *instance;
public:
// Singleton API
static void init(const std::string &gameControllerDbPath); // Crea la instancia
static void destroy(); // Libera la instancia
static auto get() -> Input *; // Obtiene el puntero a la instancia
// Destructor
~Input();
// Actualiza el estado del objeto
void update();
// Asigna inputs a teclas
void bindKey(Uint8 input, SDL_Scancode code);
// Asigna inputs a botones del mando
void bindGameControllerButton(Uint8 input, SDL_GamepadButton button);
// Comprueba si un input esta activo
auto checkInput(Uint8 input, bool repeat = true, int device = INPUT_USE_ANY, int index = 0) -> bool;
// Comprueba si hay almenos un input activo
auto checkAnyInput(int device = INPUT_USE_ANY, int index = 0) -> bool;
// Busca si hay un mando conectado
auto discoverGameController() -> bool;
// Procesa un evento SDL_EVENT_GAMEPAD_ADDED. Devuelve true si el mando se ha añadido
// (no estaba ya registrado) y escribe el nombre visible en outName.
auto handleGamepadAdded(SDL_JoystickID jid, std::string &outName) -> bool;
// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED. Devuelve true si se ha encontrado y
// eliminado, y escribe el nombre visible en outName.
auto handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) -> bool;
// Comprueba si hay algun mando conectado
[[nodiscard]] auto gameControllerFound() const -> bool;
// Obten el numero de mandos conectados
[[nodiscard]] auto getNumControllers() const -> int;
// Obten el nombre de un mando de juego
auto getControllerName(int index) -> std::string;
// Establece si ha de mostrar mensajes
void setVerbose(bool value);
// Deshabilita las entradas durante un periodo de tiempo
void disableUntil(InputDisable value);
// Hablita las entradas
void enable();
};
// Helpers de discoverGameController
void resetGameControllerState();
void ensureGamepadSubsystem();
auto openGamepad(SDL_JoystickID joystick_id, int pad_index) -> bool;
};
+11 -11
View File
@@ -1,16 +1,16 @@
#include "core/input/mouse.hpp"
namespace Mouse {
Uint32 cursorHideTime = 3000; // Tiempo en milisegundos para ocultar el cursor por inactividad
Uint32 lastMouseMoveTime = 0; // Última vez que el ratón se movió
bool cursorVisible = true; // Estado del cursor
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor por inactividad
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
bool cursor_visible = true; // Estado del cursor
void handleEvent(const SDL_Event &event, bool fullscreen) {
if (event.type == SDL_EVENT_MOUSE_MOTION) {
lastMouseMoveTime = SDL_GetTicks();
if (!cursorVisible && !fullscreen) {
last_mouse_move_time = SDL_GetTicks();
if (!cursor_visible && !fullscreen) {
SDL_ShowCursor();
cursorVisible = true;
cursor_visible = true;
}
}
}
@@ -18,18 +18,18 @@ namespace Mouse {
void updateCursorVisibility(bool fullscreen) {
// En pantalla completa el cursor siempre está oculto
if (fullscreen) {
if (cursorVisible) {
if (cursor_visible) {
SDL_HideCursor();
cursorVisible = false;
cursor_visible = false;
}
return;
}
// En modo ventana, lo oculta tras el periodo de inactividad
const Uint32 currentTime = SDL_GetTicks();
if (cursorVisible && (currentTime - lastMouseMoveTime > cursorHideTime)) {
const Uint32 CURRENT_TIME = SDL_GetTicks();
if (cursor_visible && (CURRENT_TIME - last_mouse_move_time > cursor_hide_time)) {
SDL_HideCursor();
cursorVisible = false;
cursor_visible = false;
}
}
} // namespace Mouse
+3 -3
View File
@@ -3,9 +3,9 @@
#include <SDL3/SDL.h>
namespace Mouse {
extern Uint32 cursorHideTime; // Tiempo en milisegundos para ocultar el cursor por inactividad
extern Uint32 lastMouseMoveTime; // Última vez que el ratón se movió
extern bool cursorVisible; // Estado del cursor
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor por inactividad
extern Uint32 last_mouse_move_time; // Última vez que el ratón se movió
extern bool cursor_visible; // Estado del cursor
// Procesa un evento de ratón. En pantalla completa ignora el movimiento
// para no volver a mostrar el cursor.
+3 -3
View File
@@ -340,11 +340,11 @@ void Screen::applyFullscreen(bool fullscreen) {
SDL_SetWindowFullscreen(window, fullscreen);
if (fullscreen) {
SDL_HideCursor();
Mouse::cursorVisible = false;
Mouse::cursor_visible = false;
} else {
SDL_ShowCursor();
Mouse::cursorVisible = true;
Mouse::lastMouseMoveTime = SDL_GetTicks();
Mouse::cursor_visible = true;
Mouse::last_mouse_move_time = SDL_GetTicks();
}
}
+27 -27
View File
@@ -210,44 +210,44 @@ void Director::initInput() {
Input::get()->discoverGameController();
// Teclado - Movimiento del jugador
Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(input_fire_left, SDL_SCANCODE_Q);
Input::get()->bindKey(input_fire_center, SDL_SCANCODE_W);
Input::get()->bindKey(input_fire_right, SDL_SCANCODE_E);
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);
// Teclado - Otros
Input::get()->bindKey(input_accept, SDL_SCANCODE_RETURN);
Input::get()->bindKey(input_cancel, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_pause, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
Input::get()->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
Input::get()->bindKey(input_toggle_shader, SDL_SCANCODE_F4);
Input::get()->bindKey(input_toggle_shader_type, SDL_SCANCODE_F5);
Input::get()->bindKey(input_next_preset, SDL_SCANCODE_F6);
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);
// Mando - Movimiento del jugador
Input::get()->bindGameControllerButton(input_up, SDL_GAMEPAD_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(input_down, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(input_left, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(input_right, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(input_fire_left, SDL_GAMEPAD_BUTTON_WEST);
Input::get()->bindGameControllerButton(input_fire_center, SDL_GAMEPAD_BUTTON_NORTH);
Input::get()->bindGameControllerButton(input_fire_right, SDL_GAMEPAD_BUTTON_EAST);
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);
// Mando - Otros
// SOUTH queda sin asignar para evitar salidas accidentales: pausa/cancel se hace con START/BACK.
Input::get()->bindGameControllerButton(input_accept, SDL_GAMEPAD_BUTTON_EAST);
Input::get()->bindGameControllerButton(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(input_pause, SDL_GAMEPAD_BUTTON_START);
Input::get()->bindGameControllerButton(input_exit, SDL_GAMEPAD_BUTTON_BACK);
Input::get()->bindGameControllerButton(PAUSE, SDL_GAMEPAD_BUTTON_START);
Input::get()->bindGameControllerButton(EXIT, SDL_GAMEPAD_BUTTON_BACK);
#endif
}
+5 -5
View File
@@ -97,25 +97,25 @@ void Player::init() {
// Actua en consecuencia de la entrada recibida
void Player::setInput(Uint8 input) {
switch (input) {
case input_left:
case LEFT:
vel_x_ = -base_speed_;
setWalkingStatus(STATUS_WALKING_LEFT);
break;
case input_right:
case RIGHT:
vel_x_ = base_speed_;
setWalkingStatus(STATUS_WALKING_RIGHT);
break;
case input_fire_center:
case FIRE_CENTER:
setFiringStatus(STATUS_FIRING_UP);
break;
case input_fire_left:
case FIRE_LEFT:
setFiringStatus(STATUS_FIRING_LEFT);
break;
case input_fire_right:
case FIRE_RIGHT:
setFiringStatus(STATUS_FIRING_RIGHT);
break;
+253 -225
View File
@@ -29,6 +29,28 @@
#include "game/ui/menu.h" // for Menu
struct JA_Sound_t;
namespace {
// Constantes geométricas y temporales compartidas por los helpers de initEnemyFormations
constexpr int Y4 = (PLAY_AREA_TOP - BLOCK);
constexpr int X4_0 = PLAY_AREA_LEFT;
constexpr int X4_100 = PLAY_AREA_RIGHT - Balloon::WIDTH_4;
constexpr int Y3 = (PLAY_AREA_TOP - BLOCK);
constexpr int X3_0 = PLAY_AREA_LEFT;
constexpr int X3_100 = PLAY_AREA_RIGHT - Balloon::WIDTH_3;
constexpr int Y2 = (PLAY_AREA_TOP - BLOCK);
constexpr int X2_0 = PLAY_AREA_LEFT;
constexpr int X2_100 = PLAY_AREA_RIGHT - Balloon::WIDTH_2;
constexpr int Y1 = (PLAY_AREA_TOP - BLOCK);
constexpr int X1_0 = PLAY_AREA_LEFT;
constexpr int X1_50 = PLAY_AREA_CENTER_X - (Balloon::WIDTH_1 / 2);
constexpr int X1_100 = PLAY_AREA_RIGHT - Balloon::WIDTH_1;
constexpr Uint16 CREATION_TIME = 300;
} // namespace
// Constructor
Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo, Section *section)
: last_stage_reached_(current_stage) {
@@ -45,8 +67,8 @@ Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo
this->current_stage_ = current_stage;
#endif
if (num_players == 1) { // Si solo juega un jugador, permite jugar tanto con teclado como con mando
player_one_control_ = Options::inputs[0].deviceType;
Options::inputs[0].deviceType = INPUT_USE_ANY;
player_one_control_ = Options::inputs[0].device_type;
Options::inputs[0].device_type = INPUT_USE_ANY;
}
difficulty_ = Options::settings.difficulty;
@@ -93,7 +115,7 @@ Game::~Game() {
// Restaura el metodo de control
if (num_players_ == 1) {
Options::inputs[0].deviceType = player_one_control_;
Options::inputs[0].device_type = player_one_control_;
}
// Elimina todos los objetos contenidos en vectores (jugadores, balas, etc.)
@@ -517,10 +539,10 @@ auto Game::loadDemoFile() -> bool {
for (auto &i : demo_.data_file) {
demo_.keys.left = 0;
demo_.keys.right = 0;
demo_.keys.noInput = 0;
demo_.keys.no_input = 0;
demo_.keys.fire = 0;
demo_.keys.fireLeft = 0;
demo_.keys.fireRight = 0;
demo_.keys.fire_left = 0;
demo_.keys.fire_right = 0;
i = demo_.keys;
}
}
@@ -583,24 +605,14 @@ auto Game::saveDemoFile() -> bool {
// Inicializa las formaciones enemigas
void Game::initEnemyFormations() {
const int Y4 = (PLAY_AREA_TOP - BLOCK);
const int X4_0 = PLAY_AREA_LEFT;
const int X4_100 = (PLAY_AREA_RIGHT)-Balloon::WIDTH_4;
initEnemyFormationsZero();
initEnemyFormationsLinear();
initEnemyFormationsSymmetric();
initEnemyFormationsHexagonsAndTest();
}
const int Y3 = (PLAY_AREA_TOP - BLOCK);
const int X3_0 = PLAY_AREA_LEFT;
const int X3_100 = (PLAY_AREA_RIGHT)-Balloon::WIDTH_3;
const int Y2 = (PLAY_AREA_TOP - BLOCK);
const int X2_0 = PLAY_AREA_LEFT;
const int X2_100 = (PLAY_AREA_RIGHT)-Balloon::WIDTH_2;
const int Y1 = (PLAY_AREA_TOP - BLOCK);
const int X1_0 = PLAY_AREA_LEFT;
const int X1_50 = PLAY_AREA_CENTER_X - (Balloon::WIDTH_1 / 2);
const int X1_100 = (PLAY_AREA_RIGHT)-Balloon::WIDTH_1;
// Inicializa a cero las variables
// Pone a cero todas las formaciones
void Game::initEnemyFormationsZero() {
for (auto &i : enemy_formation_) {
i.number_of_enemies = 0;
for (auto &j : i.init) {
@@ -611,8 +623,10 @@ void Game::initEnemyFormations() {
j.creation_counter = 0;
}
}
}
const Uint16 CREATION_TIME = 300;
// Formaciones 0..19: bucles lineales (todos los enemigos van en la misma dirección)
void Game::initEnemyFormationsLinear() {
int inc_x = 0;
Uint8 inc_time = 0;
Uint8 j = 0;
@@ -876,6 +890,13 @@ void Game::initEnemyFormations() {
enemy_formation_[j].init[i].kind = Balloon::BALLOON_1;
enemy_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
}
}
// Formaciones 20..25: simétricas (la primera mitad va hacia un lado, la segunda hacia el otro)
void Game::initEnemyFormationsSymmetric() {
int inc_x = 0;
Uint8 inc_time = 0;
Uint8 j = 0;
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
@@ -993,9 +1014,14 @@ void Game::initEnemyFormations() {
enemy_formation_[j].init[i].y = Y1;
enemy_formation_[j].init[i].kind = Balloon::BALLOON_1;
}
}
// Duplica las formaciones 0..25 como hexágonos en el rango 50..75, y configura la formación 99 (TEST)
void Game::initEnemyFormationsHexagonsAndTest() {
constexpr Uint8 LAST_SYMMETRIC = 25;
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++) {
for (int k = 0; k < LAST_SYMMETRIC + 1; k++) {
enemy_formation_[k + 50].number_of_enemies = enemy_formation_[k].number_of_enemies;
for (int i = 0; i < enemy_formation_[k + 50].number_of_enemies; i++) {
enemy_formation_[k + 50].init[i].x = enemy_formation_[k].init[i].x;
@@ -1843,44 +1869,48 @@ void Game::checkPlayerItemCollision(Player *player) {
void Game::checkBulletBalloonCollision() {
for (auto *bullet : bullets_) {
for (auto *balloon : balloons_) {
if (balloon->isEnabled() && (!balloon->isInvulnerable()) && bullet->isEnabled()) {
if (checkCollision(balloon->getCollider(), bullet->getCollider())) {
// Otorga los puntos correspondientes al globo al jugador que disparó la bala
int index = bullet->getOwner();
players_[index]->incScoreMultiplier();
players_[index]->addScore(Uint32(balloon->getScore() * players_[index]->getScoreMultiplier() * difficulty_score_multiplier_));
updateHiScore();
// Explota el globo
popBalloon(balloon);
// Si no es el modo demo, genera un sonido
if (!demo_.enabled) {
Audio::get()->playSound(balloon_sound_);
}
// Deshabilita la bala
bullet->disable();
// Suelta el item en caso de que salga uno
const Item::Id droppeditem = dropItem();
if ((droppeditem != Item::Id::NONE) && !(demo_.enabled) && !(demo_.recording)) {
if (droppeditem != Item::Id::COFFEE_MACHINE) {
createItem(droppeditem, balloon->getPosX(), balloon->getPosY());
Audio::get()->playSound(item_drop_sound_);
} else {
createItem(droppeditem, players_[index]->getPosX(), 0);
coffee_machine_enabled_ = true;
}
}
break;
}
if (!balloon->isEnabled() || balloon->isInvulnerable() || !bullet->isEnabled()) {
continue;
}
if (checkCollision(balloon->getCollider(), bullet->getCollider())) {
resolveBulletBalloonHit(bullet, balloon);
break;
}
}
}
}
// Resuelve un impacto bala-globo: puntos, sonido, explosión, drop de item
void Game::resolveBulletBalloonHit(Bullet *bullet, Balloon *balloon) {
// Otorga los puntos al jugador que disparó la bala
const int INDEX = bullet->getOwner();
players_[INDEX]->incScoreMultiplier();
players_[INDEX]->addScore(Uint32(balloon->getScore() * players_[INDEX]->getScoreMultiplier() * difficulty_score_multiplier_));
updateHiScore();
popBalloon(balloon);
if (!demo_.enabled) {
Audio::get()->playSound(balloon_sound_);
}
bullet->disable();
// Suelta el item en caso de que salga uno
const Item::Id DROPPED_ITEM = dropItem();
if ((DROPPED_ITEM == Item::Id::NONE) || demo_.enabled || demo_.recording) {
return;
}
if (DROPPED_ITEM != Item::Id::COFFEE_MACHINE) {
createItem(DROPPED_ITEM, balloon->getPosX(), balloon->getPosY());
Audio::get()->playSound(item_drop_sound_);
} else {
createItem(DROPPED_ITEM, players_[INDEX]->getPosX(), 0);
coffee_machine_enabled_ = true;
}
}
// Mueve las balas activas
void Game::moveBullets() {
for (auto *bullet : bullets_) {
@@ -2422,145 +2452,136 @@ void Game::updateMenace() {
void Game::checkGameInput() {
demo_.keys.left = 0;
demo_.keys.right = 0;
demo_.keys.noInput = 0;
demo_.keys.no_input = 0;
demo_.keys.fire = 0;
demo_.keys.fireLeft = 0;
demo_.keys.fireRight = 0;
demo_.keys.fire_left = 0;
demo_.keys.fire_right = 0;
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle();
// Modo Demo activo
if (demo_.enabled) {
const int INDEX = 0;
if (demo_.data_file[demo_.counter].left == 1) {
players_[INDEX]->setInput(input_left);
}
processDemoInput();
} else {
processLiveInput();
}
}
if (demo_.data_file[demo_.counter].right == 1) {
players_[INDEX]->setInput(input_right);
}
// Rama de checkGameInput: reproduce el input grabado en data_file
void Game::processDemoInput() {
const int INDEX = 0;
const DemoKeys &keys = demo_.data_file[demo_.counter];
if (demo_.data_file[demo_.counter].noInput == 1) {
players_[INDEX]->setInput(input_null);
}
if (keys.left == 1) {
players_[INDEX]->setInput(LEFT);
}
if (keys.right == 1) {
players_[INDEX]->setInput(RIGHT);
}
if (keys.no_input == 1) {
players_[INDEX]->setInput(INVALID);
}
if (demo_.data_file[demo_.counter].fire == 1) {
if (players_[INDEX]->canFire()) {
players_[INDEX]->setInput(input_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 == 1 && players_[INDEX]->canFire()) {
players_[INDEX]->setInput(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 (demo_.data_file[demo_.counter].fireLeft == 1) {
if (players_[INDEX]->canFire()) {
players_[INDEX]->setInput(input_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_left == 1 && players_[INDEX]->canFire()) {
players_[INDEX]->setInput(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 (demo_.data_file[demo_.counter].fireRight == 1) {
if (players_[INDEX]->canFire()) {
players_[INDEX]->setInput(input_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);
}
}
if (keys.fire_right == 1 && players_[INDEX]->canFire()) {
players_[INDEX]->setInput(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);
}
// Si se pulsa cualquier tecla, se sale del modo demo
if (Input::get()->checkAnyInput()) {
section_->name = SECTION_PROG_TITLE;
}
// Si se pulsa cualquier tecla, se sale del modo demo
if (Input::get()->checkAnyInput()) {
section_->name = SECTION_PROG_TITLE;
}
// Incrementa el contador de la demo
if (demo_.counter < TOTAL_DEMO_DATA) {
demo_.counter++;
} else {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_INSTRUCTIONS;
// Incrementa el contador de la demo
if (demo_.counter < TOTAL_DEMO_DATA) {
demo_.counter++;
} else {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_INSTRUCTIONS;
}
}
// Rama de checkGameInput: lee inputs reales del teclado/gamepad por jugador
void Game::processLiveInput() {
int i = 0;
for (auto *player : players_) {
if (player->isAlive()) {
processPlayerLiveInput(player, i);
i++;
}
}
// Modo Demo no activo
else {
int i = 0;
for (auto *player : players_) {
if (player->isAlive()) {
// Input a la izquierda
if (Input::get()->checkInput(input_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
player->setInput(input_left);
demo_.keys.left = 1;
} else {
// Input a la derecha
if (Input::get()->checkInput(input_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
player->setInput(input_right);
demo_.keys.right = 1;
} else {
// Ninguno de los dos inputs anteriores
player->setInput(input_null);
demo_.keys.noInput = 1;
}
}
// Comprueba el input de disparar al centro
if (Input::get()->checkInput(input_fire_center, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_center);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::UP, player->isPowerUp(), i);
player->setFireCooldown(10);
}
// Reproduce el sonido de disparo
Audio::get()->playSound(bullet_sound_);
// Cuerpo per-player de processLiveInput
void Game::processPlayerLiveInput(Player *player, int i) {
auto *input = Input::get();
const auto &device = Options::inputs[i];
demo_.keys.fire = 1;
}
}
// Movimiento izquierda / derecha / nada
if (input->checkInput(LEFT, REPEAT_TRUE, device.device_type, device.id)) {
player->setInput(LEFT);
demo_.keys.left = 1;
} else if (input->checkInput(RIGHT, REPEAT_TRUE, device.device_type, device.id)) {
player->setInput(RIGHT);
demo_.keys.right = 1;
} else {
player->setInput(INVALID);
demo_.keys.no_input = 1;
}
// Comprueba el input de disparar a la izquierda
if (Input::get()->checkInput(input_fire_left, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_left);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::LEFT, player->isPowerUp(), i);
player->setFireCooldown(10);
// Disparo al centro
if (input->checkInput(FIRE_CENTER, REPEAT_TRUE, device.device_type, device.id) && player->canFire()) {
player->setInput(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_);
demo_.keys.fire = 1;
}
// Reproduce el sonido de disparo
Audio::get()->playSound(bullet_sound_);
// Disparo a la izquierda
if (input->checkInput(FIRE_LEFT, REPEAT_TRUE, device.device_type, device.id) && player->canFire()) {
player->setInput(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_);
demo_.keys.fire_left = 1;
}
demo_.keys.fireLeft = 1;
}
}
// Disparo a la derecha
if (input->checkInput(FIRE_RIGHT, REPEAT_TRUE, device.device_type, device.id) && player->canFire()) {
player->setInput(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_);
demo_.keys.fire_right = 1;
}
// Comprueba el input de disparar a la derecha
if (Input::get()->checkInput(input_fire_right, REPEAT_TRUE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
if (player->canFire()) {
player->setInput(input_fire_right);
createBullet(player->getPosX() + (player->getWidth() / 2) - 4, player->getPosY() + (player->getHeight() / 2), Bullet::Kind::RIGHT, player->isPowerUp(), i);
player->setFireCooldown(10);
// Pausa
if (input->checkInput(PAUSE, REPEAT_FALSE, device.device_type, device.id)) {
section_->subsection = SUBSECTION_GAME_PAUSE;
}
// Reproduce el sonido de disparo
Audio::get()->playSound(bullet_sound_);
demo_.keys.fireRight = 1;
}
}
// Comprueba el input de pausa
if (Input::get()->checkInput(input_pause, REPEAT_FALSE, Options::inputs[i].deviceType, Options::inputs[i].id)) {
section_->subsection = SUBSECTION_GAME_PAUSE;
}
if (demo_.counter < TOTAL_DEMO_DATA) {
if (demo_.recording) {
demo_.data_file[demo_.counter] = demo_.keys;
}
demo_.counter++;
} else if (demo_.recording) {
section_->name = SECTION_PROG_QUIT;
}
i++;
}
// Grabación de demo
if (demo_.counter < TOTAL_DEMO_DATA) {
if (demo_.recording) {
demo_.data_file[demo_.counter] = demo_.keys;
}
demo_.counter++;
} else if (demo_.recording) {
section_->name = SECTION_PROG_QUIT;
}
}
@@ -2767,60 +2788,67 @@ void Game::run() {
// Actualiza las variables del menu de pausa del juego
void Game::updatePausedGame() {
// Calcula la lógica de los objetos
if (SDL_GetTicks() - ticks_ > ticks_speed_) {
// Actualiza el contador de ticks
ticks_ = SDL_GetTicks();
if (SDL_GetTicks() - ticks_ <= ticks_speed_) {
return;
}
ticks_ = SDL_GetTicks();
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle();
// Atalls globals (zoom finestra, fullscreen, shaders, presets, ...)
GlobalInputs::handle();
if (leaving_pause_menu_) {
if (pause_counter_ > 0) { // El contador está descendiendo
const bool A = pause_counter_ == 90;
const bool B = pause_counter_ == 60;
const bool C = pause_counter_ == 30;
if (A || B || C) {
Audio::get()->playSound(clock_sound_);
}
pause_counter_--;
} else { // Ha finalizado el contador
section_->name = SECTION_PROG_GAME;
section_->subsection = num_players_ == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
if (leaving_pause_menu_) {
updateLeavingPauseMenu();
} else {
updatePauseMenuUI();
}
}
if (Audio::getRealMusicState() == Audio::MusicState::PAUSED) {
Audio::get()->resumeMusic();
}
}
} else { // Actualiza la lógica del menu de pausa
pause_menu_->update();
// Comprueba las entradas para el menu
pause_menu_->checkInput();
// Comprueba si se ha seleccionado algún item del menú
switch (pause_menu_->getItemSelected()) {
case 1:
leaving_pause_menu_ = true;
break;
case 2:
fade_->setFadeType(FADE_CENTER);
fade_->activateFade();
break;
default:
break;
}
// Actualiza el fade
fade_->update();
if (fade_->hasEnded()) {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
Audio::get()->stopMusic();
}
// Rama de updatePausedGame: cuenta atrás de salida y vuelta al juego
void Game::updateLeavingPauseMenu() {
if (pause_counter_ > 0) { // El contador está descendiendo
const bool A = pause_counter_ == 90;
const bool B = pause_counter_ == 60;
const bool C = pause_counter_ == 30;
if (A || B || C) {
Audio::get()->playSound(clock_sound_);
}
pause_counter_--;
return;
}
// Ha finalizado el contador
section_->name = SECTION_PROG_GAME;
section_->subsection = num_players_ == 1 ? SUBSECTION_GAME_PLAY_1P : SUBSECTION_GAME_PLAY_2P;
if (Audio::getRealMusicState() == Audio::MusicState::PAUSED) {
Audio::get()->resumeMusic();
}
}
// Rama de updatePausedGame: lógica del menú de pausa
void Game::updatePauseMenuUI() {
pause_menu_->update();
pause_menu_->checkInput();
switch (pause_menu_->getItemSelected()) {
case 1:
leaving_pause_menu_ = true;
break;
case 2:
fade_->setFadeType(FADE_CENTER);
fade_->activateFade();
break;
default:
break;
}
fade_->update();
if (fade_->hasEnded()) {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
Audio::get()->stopMusic();
}
}
@@ -3027,7 +3055,7 @@ void Game::initPaths() {
// Letrero de STAGE #
const int FIRST_PART = STAGE_COUNTER / 4; // 50
const int SECOND_PART = FIRST_PART * 3; // 150
const int SECOND_PART = FIRST_PART * 3; // 150
const int CENTER_POINT = PLAY_AREA_CENTER_Y - (BLOCK * 2);
const int DISTANCE = (PLAY_AREA_BOTTOM) - (PLAY_AREA_CENTER_Y - 16);
+18
View File
@@ -283,6 +283,12 @@ class Game {
// Inicializa las formaciones enemigas
void initEnemyFormations();
// Helpers de initEnemyFormations
void initEnemyFormationsZero();
void initEnemyFormationsLinear();
void initEnemyFormationsSymmetric();
void initEnemyFormationsHexagonsAndTest();
// Inicializa los conjuntos de formaciones
void initEnemyPools();
@@ -370,6 +376,9 @@ class Game {
// Comprueba la colisión entre las balas y los globos
void checkBulletBalloonCollision();
// Resuelve un impacto bala-globo (helper de checkBulletBalloonCollision)
void resolveBulletBalloonHit(Bullet *bullet, Balloon *balloon);
// Mueve las balas activas
void moveBullets();
@@ -457,6 +466,11 @@ class Game {
// Gestiona la entrada durante el juego
void checkGameInput();
// Helpers de checkGameInput
void processDemoInput();
void processLiveInput();
void processPlayerLiveInput(Player *player, int i);
// Pinta diferentes mensajes en la pantalla
void renderMessages();
@@ -481,6 +495,10 @@ class Game {
// Actualiza las variables del menu de pausa del juego
void updatePausedGame();
// Helpers de updatePausedGame
void updateLeavingPauseMenu();
void updatePauseMenuUI();
// Dibuja el menu de pausa del juego
void renderPausedGame();
+5 -5
View File
@@ -161,9 +161,9 @@ namespace Options {
size_t i = 0;
for (const auto &entry : ins) {
if (i >= inputs.size()) { break; }
int device_type_int = inputs[i].deviceType;
int device_type_int = inputs[i].device_type;
if (tryGet<int>(entry, "device_type", device_type_int)) {
inputs[i].deviceType = static_cast<Uint8>(device_type_int);
inputs[i].device_type = static_cast<Uint8>(device_type_int);
}
++i;
}
@@ -200,13 +200,13 @@ namespace Options {
InputDevice kb;
kb.id = 0;
kb.name = "KEYBOARD";
kb.deviceType = INPUT_USE_KEYBOARD;
kb.device_type = INPUT_USE_KEYBOARD;
inputs.push_back(kb);
InputDevice gc;
gc.id = 0;
gc.name = "GAME CONTROLLER";
gc.deviceType = INPUT_USE_GAMECONTROLLER;
gc.device_type = INPUT_USE_GAMECONTROLLER;
inputs.push_back(gc);
}
@@ -328,7 +328,7 @@ namespace Options {
file << "input:\n";
for (size_t i = 0; i < inputs.size(); ++i) {
file << " - slot: " << i << "\n";
file << " device_type: " << static_cast<int>(inputs[i].deviceType) << "\n";
file << " device_type: " << static_cast<int>(inputs[i].device_type) << "\n";
}
file.close();
+2 -2
View File
@@ -211,7 +211,7 @@ void Instructions::checkEvents() {
// Comprueba las entradas
void Instructions::checkInput() {
#ifndef __EMSCRIPTEN__
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(EXIT, REPEAT_FALSE)) {
quit_requested_ = true;
finished_ = true;
return;
@@ -219,7 +219,7 @@ void Instructions::checkInput() {
#endif
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(PAUSE, REPEAT_FALSE) || Input::get()->checkInput(ACCEPT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_LEFT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_CENTER, REPEAT_FALSE) || Input::get()->checkInput(FIRE_RIGHT, REPEAT_FALSE)) {
if (mode_ == Mode::AUTO) {
finished_ = true;
} else {
+2 -2
View File
@@ -167,14 +167,14 @@ Intro::~Intro() {
// Comprueba las entradas
void Intro::checkInput() {
#ifndef __EMSCRIPTEN__
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(EXIT, REPEAT_FALSE)) {
section_->name = SECTION_PROG_QUIT;
return;
}
#endif
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(PAUSE, REPEAT_FALSE) || Input::get()->checkInput(ACCEPT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_LEFT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_CENTER, REPEAT_FALSE) || Input::get()->checkInput(FIRE_RIGHT, REPEAT_FALSE)) {
Audio::get()->stopMusic();
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
+2 -2
View File
@@ -59,14 +59,14 @@ void Logo::checkLogoEnd() {
// Comprueba las entradas
void Logo::checkInput() {
#ifndef __EMSCRIPTEN__
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(EXIT, REPEAT_FALSE)) {
section_->name = SECTION_PROG_QUIT;
return;
}
#endif
if (GlobalInputs::handle()) { return; }
if (Input::get()->checkInput(input_pause, REPEAT_FALSE) || Input::get()->checkInput(input_accept, REPEAT_FALSE) || Input::get()->checkInput(input_fire_left, REPEAT_FALSE) || Input::get()->checkInput(input_fire_center, REPEAT_FALSE) || Input::get()->checkInput(input_fire_right, REPEAT_FALSE)) {
if (Input::get()->checkInput(PAUSE, REPEAT_FALSE) || Input::get()->checkInput(ACCEPT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_LEFT, REPEAT_FALSE) || Input::get()->checkInput(FIRE_CENTER, REPEAT_FALSE) || Input::get()->checkInput(FIRE_RIGHT, REPEAT_FALSE)) {
section_->name = SECTION_PROG_TITLE;
section_->subsection = SUBSECTION_TITLE_1;
}
+10 -10
View File
@@ -115,12 +115,12 @@ void Title::init() {
InputDevice inp;
inp.id = 0;
inp.name = "KEYBOARD";
inp.deviceType = INPUT_USE_KEYBOARD;
inp.device_type = INPUT_USE_KEYBOARD;
Options::inputs.push_back(inp);
inp.id = 0;
inp.name = "GAME CONTROLLER";
inp.deviceType = INPUT_USE_GAMECONTROLLER;
inp.device_type = INPUT_USE_GAMECONTROLLER;
Options::inputs.push_back(inp);
// Comprueba si hay mandos conectados
@@ -135,7 +135,7 @@ void Title::init() {
if (Input::get()->gameControllerFound()) {
Options::inputs[1].id = available_input_devices_[device_index_[1]].id;
Options::inputs[1].name = available_input_devices_[device_index_[1]].name;
Options::inputs[1].deviceType = available_input_devices_[device_index_[1]].deviceType;
Options::inputs[1].device_type = available_input_devices_[device_index_[1]].device_type;
} else { // Si no ha encontrado un mando, deshabilita la opción de jugar a 2 jugadores
menu_.title->setSelectable(1, false);
menu_.title->setGreyed(1, true);
@@ -625,7 +625,7 @@ void Title::render() {
// Comprueba las entradas
void Title::checkInput() {
#ifndef __EMSCRIPTEN__
if (Input::get()->checkInput(input_exit, REPEAT_FALSE)) {
if (Input::get()->checkInput(EXIT, REPEAT_FALSE)) {
section_->name = SECTION_PROG_QUIT;
return;
}
@@ -678,7 +678,7 @@ void Title::updateMenuLabels() const {
i++;
// PLAYER 1 CONTROLS - OPTIONS
switch (Options::inputs[0].deviceType) {
switch (Options::inputs[0].device_type) {
case INPUT_USE_KEYBOARD:
menu_.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
menu_.options->setGreyed(i, false);
@@ -705,7 +705,7 @@ void Title::updateMenuLabels() const {
i++;
// PLAYER 2 CONTROLS - OPTIONS
switch (Options::inputs[1].deviceType) {
switch (Options::inputs[1].device_type) {
case INPUT_USE_KEYBOARD:
menu_.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
menu_.options->setGreyed(i, false);
@@ -966,11 +966,11 @@ auto Title::updatePlayerInputs(int num_player) -> bool {
Options::inputs[0].id = -1;
Options::inputs[0].name = "KEYBOARD";
Options::inputs[0].deviceType = INPUT_USE_KEYBOARD;
Options::inputs[0].device_type = INPUT_USE_KEYBOARD;
Options::inputs[1].id = 0;
Options::inputs[1].name = "GAME CONTROLLER";
Options::inputs[1].deviceType = INPUT_USE_GAMECONTROLLER;
Options::inputs[1].device_type = INPUT_USE_GAMECONTROLLER;
return true;
} // Si hay mas de un dispositivo, se recorre el vector
@@ -1062,7 +1062,7 @@ void Title::checkInputDevices() {
for (int i = 0; i < NUM_CONTROLLERS; ++i) {
temp.id = i;
temp.name = Input::get()->getControllerName(i);
temp.deviceType = INPUT_USE_GAMECONTROLLER;
temp.device_type = INPUT_USE_GAMECONTROLLER;
available_input_devices_.push_back(temp);
if (Options::settings.console) {
std::cout << "Device " << (int)available_input_devices_.size() << " - " << temp.name.c_str() << '\n';
@@ -1073,7 +1073,7 @@ void Title::checkInputDevices() {
// Añade el teclado al final
temp.id = -1;
temp.name = "KEYBOARD";
temp.deviceType = INPUT_USE_KEYBOARD;
temp.device_type = INPUT_USE_KEYBOARD;
available_input_devices_.push_back(temp);
if (Options::settings.console) {
std::cout << "Device " << (int)available_input_devices_.size() << " - " << temp.name.c_str() << '\n';
+4 -4
View File
@@ -775,28 +775,28 @@ void Menu::setDefaultActionWhenCancel(int item) {
// Gestiona la entrada de teclado y mando durante el menu
void Menu::checkInput() {
if (Input::get()->checkInput(input_up, REPEAT_FALSE)) {
if (Input::get()->checkInput(UP, REPEAT_FALSE)) {
decreaseSelectorIndex();
if (soundMove != nullptr) {
Audio::get()->playSound(soundMove);
}
}
if (Input::get()->checkInput(input_down, REPEAT_FALSE)) {
if (Input::get()->checkInput(DOWN, REPEAT_FALSE)) {
increaseSelectorIndex();
if (soundMove != nullptr) {
Audio::get()->playSound(soundMove);
}
}
if (Input::get()->checkInput(input_accept, REPEAT_FALSE)) {
if (Input::get()->checkInput(ACCEPT, REPEAT_FALSE)) {
itemSelected = selector.index;
if (soundAccept != nullptr) {
Audio::get()->playSound(soundAccept);
}
}
if (Input::get()->checkInput(input_cancel, REPEAT_FALSE)) {
if (Input::get()->checkInput(CANCEL, REPEAT_FALSE)) {
itemSelected = defaultActionWhenCancel;
if (soundCancel != nullptr) {
Audio::get()->playSound(soundCancel);
+59 -81
View File
@@ -7,47 +7,47 @@
// Calcula el cuadrado de la distancia entre dos puntos
auto distanceSquared(int x1, int y1, int x2, int y2) -> double {
const int deltaX = x2 - x1;
const int deltaY = y2 - y1;
return (deltaX * deltaX) + (deltaY * deltaY);
const int DELTA_X = x2 - x1;
const int DELTA_Y = y2 - y1;
return (DELTA_X * DELTA_X) + (DELTA_Y * DELTA_Y);
}
// Detector de colisiones entre dos circulos
auto checkCollision(const Circle &a, const Circle &b) -> bool {
// Calcula el radio total al cuadrado
int totalRadiusSquared = a.r + b.r;
totalRadiusSquared = totalRadiusSquared * totalRadiusSquared;
int total_radius_squared = a.r + b.r;
total_radius_squared = total_radius_squared * total_radius_squared;
// Han colisionat si la distancia entre centres és inferior a la suma de radis
return distanceSquared(a.x, a.y, b.x, b.y) < totalRadiusSquared;
return distanceSquared(a.x, a.y, b.x, b.y) < total_radius_squared;
}
// Detector de colisiones entre un circulo y un rectangulo
auto checkCollision(const Circle &a, const SDL_Rect &b) -> bool {
// Closest point on collision box
int cX;
int cY;
int c_x;
int c_y;
// Find closest x offset
if (a.x < b.x) {
cX = b.x;
c_x = b.x;
} else if (a.x > b.x + b.w) {
cX = b.x + b.w;
c_x = b.x + b.w;
} else {
cX = a.x;
c_x = a.x;
}
// Find closest y offset
if (a.y < b.y) {
cY = b.y;
c_y = b.y;
} else if (a.y > b.y + b.h) {
cY = b.y + b.h;
c_y = b.y + b.h;
} else {
cY = a.y;
c_y = a.y;
}
// If the closest point is inside the Circle
if (distanceSquared(a.x, a.y, cX, cY) < a.r * a.r) {
if (distanceSquared(a.x, a.y, c_x, c_y) < a.r * a.r) {
// This box and the Circle have collided
return true;
}
@@ -59,31 +59,31 @@ auto checkCollision(const Circle &a, const SDL_Rect &b) -> bool {
// Detector de colisiones entre dos rectangulos
auto checkCollision(const SDL_Rect &a, const SDL_Rect &b) -> bool {
// Calcula las caras del rectangulo a
const int leftA = a.x;
const int rightA = a.x + a.w;
const int topA = a.y;
const int bottomA = a.y + a.h;
const int LEFT_A = a.x;
const int RIGHT_A = a.x + a.w;
const int TOP_A = a.y;
const int BOTTOM_A = a.y + a.h;
// Calcula las caras del rectangulo b
const int leftB = b.x;
const int rightB = b.x + b.w;
const int topB = b.y;
const int bottomB = b.y + b.h;
const int LEFT_B = b.x;
const int RIGHT_B = b.x + b.w;
const int TOP_B = b.y;
const int BOTTOM_B = b.y + b.h;
// Si cualquiera de las caras de a está fuera de b
if (bottomA <= topB) {
if (BOTTOM_A <= TOP_B) {
return false;
}
if (topA >= bottomB) {
if (TOP_A >= BOTTOM_B) {
return false;
}
if (rightA <= leftB) {
if (RIGHT_A <= LEFT_B) {
return false;
}
if (leftA >= rightB) {
if (LEFT_A >= RIGHT_B) {
return false;
}
@@ -197,91 +197,69 @@ auto checkCollision(const HorizontalLine &l, const SDL_Point &p) -> bool {
// Detector de colisiones entre dos lineas
auto checkCollision(const Line &l1, const Line &l2) -> SDL_Point {
const float x1 = l1.x1;
const float y1 = l1.y1;
const float x2 = l1.x2;
const float y2 = l1.y2;
const float X1 = l1.x1;
const float Y1 = l1.y1;
const float X2 = l1.x2;
const float Y2 = l1.y2;
const float x3 = l2.x1;
const float y3 = l2.y1;
const float x4 = l2.x2;
const float y4 = l2.y2;
const float X3 = l2.x1;
const float Y3 = l2.y1;
const float X4 = l2.x2;
const float Y4 = l2.y2;
// calculate the direction of the lines
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float u_a = ((X4 - X3) * (Y1 - Y3) - (Y4 - Y3) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
float u_b = ((X2 - X1) * (Y1 - Y3) - (Y2 - Y1) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
// if uA and uB are between 0-1, lines are colliding
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
if (u_a >= 0 && u_a <= 1 && u_b >= 0 && u_b <= 1) {
// Calcula la intersección
const float x = x1 + (uA * (x2 - x1));
const float y = y1 + (uA * (y2 - y1));
const float X = X1 + (u_a * (X2 - X1));
const float Y = Y1 + (u_a * (Y2 - Y1));
return {(int)std::round(x), (int)std::round(y)};
return {(int)std::round(X), (int)std::round(Y)};
}
return {-1, -1};
}
// Detector de colisiones entre dos lineas
auto checkCollision(const DiagonalLine &l1, const VerticalLine &l2) -> SDL_Point {
const float x1 = l1.x1;
const float y1 = l1.y1;
const float x2 = l1.x2;
const float y2 = l1.y2;
const float X1 = l1.x1;
const float Y1 = l1.y1;
const float X2 = l1.x2;
const float Y2 = l1.y2;
const float x3 = l2.x;
const float y3 = l2.y1;
const float x4 = l2.x;
const float y4 = l2.y2;
const float X3 = l2.x;
const float Y3 = l2.y1;
const float X4 = l2.x;
const float Y4 = l2.y2;
// calculate the direction of the lines
float uA = ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float uB = ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) / ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
float u_a = ((X4 - X3) * (Y1 - Y3) - (Y4 - Y3) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
float u_b = ((X2 - X1) * (Y1 - Y3) - (Y2 - Y1) * (X1 - X3)) / ((Y4 - Y3) * (X2 - X1) - (X4 - X3) * (Y2 - Y1));
// if uA and uB are between 0-1, lines are colliding
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
if (u_a >= 0 && u_a <= 1 && u_b >= 0 && u_b <= 1) {
// Calcula la intersección
const float x = x1 + (uA * (x2 - x1));
const float y = y1 + (uA * (y2 - y1));
const float X = X1 + (u_a * (X2 - X1));
const float Y = Y1 + (u_a * (Y2 - Y1));
return {(int)x, (int)y};
return {(int)X, (int)Y};
}
return {-1, -1};
}
// Detector de colisiones entre una linea diagonal y una vertical
/*bool checkCollision(DiagonalLine &l1, VerticalLine &l2)
{
// Normaliza la linea diagonal
normalizeLine(l1);
// Comprueba si la linea vertical esta a la izquierda de la linea diagonal
if (l2.x < l1.x1)
{
return false;
}
// Comprueba si la linea vertical esta a la derecha de la linea diagonal
if (l2.x > l1.x2)
{
return false;
}
// Inacabada
return true;
}*/
// Normaliza una linea diagonal
void normalizeLine(DiagonalLine &l) {
// Las lineas diagonales van de izquierda a derecha
// x2 mayor que x1
if (l.x2 < l.x1) {
const int x = l.x1;
const int y = l.y1;
const int X = l.x1;
const int Y = l.y1;
l.x1 = l.x2;
l.y1 = l.y2;
l.x2 = x;
l.y2 = y;
l.x2 = X;
l.y2 = Y;
}
}
+4 -5
View File
@@ -3,7 +3,6 @@
#include <SDL3/SDL.h>
#include <string> // for string, basic_string
#include <vector> // for vector
// Dificultad del juego
constexpr int DIFFICULTY_EASY = 0;
@@ -63,17 +62,17 @@ struct Section {
struct DemoKeys {
Uint8 left;
Uint8 right;
Uint8 noInput;
Uint8 no_input;
Uint8 fire;
Uint8 fireLeft;
Uint8 fireRight;
Uint8 fire_left;
Uint8 fire_right;
};
// Estructura para albergar métodos de control
struct InputDevice {
int id; // Identificador en el vector de mandos
std::string name; // Nombre del dispositivo
Uint8 deviceType; // Tipo de dispositivo (teclado o mando)
Uint8 device_type; // Tipo de dispositivo (teclado o mando)
};
// Calcula el cuadrado de la distancia entre dos puntos