renomena tipus niats a CamelCase (Bouncing, Stage, Item, Selector, ...)
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@@ -62,12 +62,12 @@ auto Input::get() -> Input * {
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Input::Input(std::string file)
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: dbPath(std::move(file)) {
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// Inicializa las variables
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keyBindings_t kb;
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KeyBindings kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.resize(input_number_of_inputs, kb);
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GameControllerBindings_t gcb;
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GameControllerBindings gcb;
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gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.resize(input_number_of_inputs, gcb);
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@@ -52,12 +52,12 @@ enum InputDisable : std::uint8_t {
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class Input {
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private:
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struct keyBindings_t {
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struct KeyBindings {
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Uint8 scancode; // Scancode asociado
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bool active; // Indica si está activo
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};
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struct GameControllerBindings_t {
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struct GameControllerBindings {
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SDL_GamepadButton button; // GameControllerButton asociado
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bool active; // Indica si está activo
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};
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@@ -67,8 +67,8 @@ class Input {
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std::vector<SDL_JoystickID> connectedControllerIds; // Instance IDs paralelos para mapear eventos
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// Variables
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std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
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std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
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std::vector<KeyBindings> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
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std::vector<GameControllerBindings> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
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std::vector<std::string> controllerNames; // Vector con los nombres de los mandos
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int numGamepads{0}; // Numero de mandos conectados
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std::string dbPath; // Ruta al archivo gamecontrollerdb.txt
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