INPUT_USE_* → enum class Input::Device
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@@ -104,22 +104,22 @@ void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
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}
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// Comprueba si un input esta activo
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auto Input::checkInput(Uint8 input, Repeat repeat, int device, int index) -> bool {
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auto Input::checkInput(Uint8 input, Repeat repeat, Device device, int index) -> bool {
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if (!enabled_) {
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return false;
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}
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if (device == INPUT_USE_ANY) {
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if (device == Device::ANY) {
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index = 0;
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}
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bool success_keyboard = false;
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
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if (device == Device::KEYBOARD || device == Device::ANY) {
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success_keyboard = checkKeyboardInput(input, repeat);
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}
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bool success_game_controller = false;
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if ((device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) && gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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if ((device == Device::GAMECONTROLLER || device == Device::ANY) && gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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success_game_controller = checkGameControllerInput(input, repeat, index);
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}
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@@ -156,12 +156,12 @@ auto Input::checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> b
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}
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// Comprueba si hay almenos un input activo
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auto Input::checkAnyInput(int device, int index) -> bool {
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if (device == INPUT_USE_ANY) {
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auto Input::checkAnyInput(Device device, int index) -> bool {
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if (device == Device::ANY) {
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index = 0;
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
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if (device == Device::KEYBOARD || device == Device::ANY) {
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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if (std::ranges::any_of(key_bindings_,
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@@ -171,7 +171,7 @@ auto Input::checkAnyInput(int device, int index) -> bool {
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}
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if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) {
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if (device == Device::GAMECONTROLLER || device == Device::ANY) {
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for (auto &game_controller_binding : game_controller_bindings_) {
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if (SDL_GetGamepadButton(connected_controllers_[index], game_controller_binding.button)) {
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return true;
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@@ -6,11 +6,6 @@
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#include <string> // for string, basic_string
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#include <vector> // for vector
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// Métodos de entrada
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constexpr int INPUT_USE_KEYBOARD = 0;
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constexpr int INPUT_USE_GAMECONTROLLER = 1;
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constexpr int INPUT_USE_ANY = 2;
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enum InputAction : std::uint8_t {
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// Inputs obligatorios
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INVALID,
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@@ -53,6 +48,12 @@ class Input {
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ON
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};
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enum class Device : std::uint8_t {
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KEYBOARD,
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GAMECONTROLLER,
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ANY
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};
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// Singleton API
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static void init(const std::string &game_controller_db_path); // Crea la instancia
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static void destroy(); // Libera la instancia
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@@ -64,8 +65,8 @@ class Input {
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void bindKey(Uint8 input, SDL_Scancode code); // Asigna inputs a teclas
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void bindGameControllerButton(Uint8 input, SDL_GamepadButton button); // Asigna inputs a botones del mando
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auto checkInput(Uint8 input, Repeat repeat = Repeat::ON, int device = INPUT_USE_ANY, int index = 0) -> bool; // Comprueba si un input esta activo
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auto checkAnyInput(int device = INPUT_USE_ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo
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auto checkInput(Uint8 input, Repeat repeat = Repeat::ON, Device device = Device::ANY, int index = 0) -> bool; // Comprueba si un input esta activo
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auto checkAnyInput(Device device = Device::ANY, int index = 0) -> bool; // Comprueba si hay almenos un input activo
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auto discoverGameController() -> bool; // Busca si hay un mando conectado
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@@ -17,7 +17,7 @@
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#include <string> // for basic_string, operator+, char_t...
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#include "core/audio/audio.hpp" // for Audio::init, Audio::destroy
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#include "core/input/input.h" // for Input, InputAction, INPUT_USE_GAME...
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#include "core/input/input.h" // for Input, InputAction
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#include "core/input/mouse.hpp" // for Mouse::handleEvent, Mouse::upda...
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#include "core/locale/lang.h" // for Lang, Lang::Code
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#include "core/rendering/screen.h" // for Screen
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@@ -70,7 +70,7 @@ Game::Game(int num_players, int current_stage, SDL_Renderer *renderer, bool demo
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#endif
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if (num_players == 1) { // Si solo juega un jugador, permite jugar tanto con teclado como con mando
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player_one_control_ = Options::inputs[0].device_type;
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Options::inputs[0].device_type = INPUT_USE_ANY;
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Options::inputs[0].device_type = Input::Device::ANY;
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}
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difficulty_ = Options::settings.difficulty;
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+1
-1
@@ -372,7 +372,7 @@ class Game {
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Uint8 difficulty_; // Dificultad del juego
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float difficulty_score_multiplier_; // Multiplicador de puntos en función de la dificultad
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Color difficulty_color_; // Color asociado a la dificultad
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Uint8 player_one_control_; // Variable para almacenar el valor de las opciones
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Input::Device player_one_control_; // Variable para almacenar el valor de las opciones
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EnemyFormation enemy_formation_[NUMBER_OF_ENEMY_FORMATIONS]; // Vector con todas las formaciones enemigas
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EnemyPool enemy_pool_[10]; // Variable con los diferentes conjuntos de formaciones enemigas
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Uint8 last_stage_reached_; // Contiene el numero de la última pantalla que se ha alcanzado
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@@ -7,7 +7,7 @@
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#include <iostream>
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#include <string>
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#include "core/input/input.h" // for INPUT_USE_KEYBOARD, INPUT_USE_GAMECONTROLLER
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#include "core/input/input.h" // for Input::Device::KEYBOARD, Input::Device::GAMECONTROLLER
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#include "core/locale/lang.h" // for Lang::Code, Lang::MAX_LANGUAGES
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#include "external/fkyaml_node.hpp" // for fkyaml::node
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#include "utils/utils.h" // for boolToString
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@@ -163,9 +163,9 @@ namespace Options {
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size_t i = 0;
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for (const auto &entry : ins) {
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if (i >= inputs.size()) { break; }
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int device_type_int = inputs[i].device_type;
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int device_type_int = static_cast<int>(inputs[i].device_type);
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if (tryGet<int>(entry, "device_type", device_type_int)) {
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inputs[i].device_type = static_cast<Uint8>(device_type_int);
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inputs[i].device_type = static_cast<Input::Device>(device_type_int);
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}
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++i;
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}
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@@ -202,13 +202,13 @@ namespace Options {
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InputDevice kb;
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kb.id = 0;
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kb.name = "KEYBOARD";
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kb.device_type = INPUT_USE_KEYBOARD;
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kb.device_type = Input::Device::KEYBOARD;
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inputs.push_back(kb);
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InputDevice gc;
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gc.id = 0;
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gc.name = "GAME CONTROLLER";
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gc.device_type = INPUT_USE_GAMECONTROLLER;
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gc.device_type = Input::Device::GAMECONTROLLER;
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inputs.push_back(gc);
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}
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@@ -325,8 +325,8 @@ namespace Options {
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// INPUT
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file << "# INPUT DEVICES (device_type: "
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<< static_cast<int>(INPUT_USE_KEYBOARD) << "=KEYBOARD, "
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<< static_cast<int>(INPUT_USE_GAMECONTROLLER) << "=GAMECONTROLLER)\n";
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<< static_cast<int>(Input::Device::KEYBOARD) << "=KEYBOARD, "
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<< static_cast<int>(Input::Device::GAMECONTROLLER) << "=GAMECONTROLLER)\n";
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file << "input:\n";
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for (size_t i = 0; i < inputs.size(); ++i) {
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file << " - slot: " << i << "\n";
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@@ -8,7 +8,7 @@
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#include "core/audio/audio.hpp" // for Audio
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#include "core/input/global_inputs.hpp" // for GlobalInputs::handle
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#include "core/input/input.h" // for Input, INPUT_USE_GAMECONTROLLER, INPUT_...
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#include "core/input/input.h" // for Input, Input::Device::GAMECONTROLLER, INPUT_...
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#include "core/locale/lang.h" // for Lang, Lang::Code
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#include "core/rendering/animatedsprite.h" // for AnimatedSprite
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#include "core/rendering/fade.h" // for Fade
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@@ -115,12 +115,12 @@ void Title::init() {
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InputDevice inp;
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inp.id = 0;
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inp.name = "KEYBOARD";
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inp.device_type = INPUT_USE_KEYBOARD;
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inp.device_type = Input::Device::KEYBOARD;
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Options::inputs.push_back(inp);
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inp.id = 0;
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inp.name = "GAME CONTROLLER";
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inp.device_type = INPUT_USE_GAMECONTROLLER;
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inp.device_type = Input::Device::GAMECONTROLLER;
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Options::inputs.push_back(inp);
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// Comprueba si hay mandos conectados
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@@ -676,12 +676,12 @@ void Title::updateMenuLabels() const {
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i++;
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// PLAYER 1 CONTROLS - OPTIONS
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switch (Options::inputs[0].device_type) {
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case INPUT_USE_KEYBOARD:
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case Input::Device::KEYBOARD:
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menu_.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
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menu_.options->setGreyed(i, false);
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break;
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case INPUT_USE_GAMECONTROLLER:
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case Input::Device::GAMECONTROLLER:
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menu_.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
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if (!Input::get()->gameControllerFound()) {
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menu_.options->setGreyed(i, true);
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@@ -703,12 +703,12 @@ void Title::updateMenuLabels() const {
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i++;
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// PLAYER 2 CONTROLS - OPTIONS
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switch (Options::inputs[1].device_type) {
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case INPUT_USE_KEYBOARD:
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case Input::Device::KEYBOARD:
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menu_.options->setItemCaption(i, Lang::get()->getText(69)); // KEYBOARD
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menu_.options->setGreyed(i, false);
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break;
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case INPUT_USE_GAMECONTROLLER:
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case Input::Device::GAMECONTROLLER:
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menu_.options->setItemCaption(i, Lang::get()->getText(70)); // GAME CONTROLLER
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if (!Input::get()->gameControllerFound()) {
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menu_.options->setGreyed(i, true);
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@@ -963,11 +963,11 @@ auto Title::updatePlayerInputs(int num_player) -> bool {
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Options::inputs[0].id = -1;
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Options::inputs[0].name = "KEYBOARD";
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Options::inputs[0].device_type = INPUT_USE_KEYBOARD;
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Options::inputs[0].device_type = Input::Device::KEYBOARD;
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Options::inputs[1].id = 0;
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Options::inputs[1].name = "GAME CONTROLLER";
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Options::inputs[1].device_type = INPUT_USE_GAMECONTROLLER;
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Options::inputs[1].device_type = Input::Device::GAMECONTROLLER;
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return true;
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} // Si hay mas de un dispositivo, se recorre el vector
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@@ -1059,7 +1059,7 @@ void Title::checkInputDevices() {
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for (int i = 0; i < NUM_CONTROLLERS; ++i) {
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temp.id = i;
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temp.name = Input::get()->getControllerName(i);
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temp.device_type = INPUT_USE_GAMECONTROLLER;
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temp.device_type = Input::Device::GAMECONTROLLER;
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available_input_devices_.push_back(temp);
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if (Options::settings.console) {
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std::cout << "Device " << (int)available_input_devices_.size() << " - " << temp.name.c_str() << '\n';
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@@ -1070,7 +1070,7 @@ void Title::checkInputDevices() {
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// Añade el teclado al final
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temp.id = -1;
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temp.name = "KEYBOARD";
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temp.device_type = INPUT_USE_KEYBOARD;
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temp.device_type = Input::Device::KEYBOARD;
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available_input_devices_.push_back(temp);
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if (Options::settings.console) {
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std::cout << "Device " << (int)available_input_devices_.size() << " - " << temp.name.c_str() << '\n';
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@@ -4,6 +4,8 @@
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#include <string> // for string, basic_string
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#include "core/input/input.h" // for Input::Device
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// Dificultad del juego
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constexpr int DIFFICULTY_EASY = 0;
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constexpr int DIFFICULTY_NORMAL = 1;
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@@ -70,9 +72,9 @@ struct DemoKeys {
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// Estructura para albergar métodos de control
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struct InputDevice {
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int id; // Identificador en el vector de mandos
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std::string name; // Nombre del dispositivo
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Uint8 device_type; // Tipo de dispositivo (teclado o mando)
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int id; // Identificador en el vector de mandos
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std::string name; // Nombre del dispositivo
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Input::Device device_type; // Tipo de dispositivo (teclado o mando)
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};
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// Calcula el cuadrado de la distancia entre dos puntos
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