renomena tipus niats a CamelCase (Bouncing, Stage, Item, Selector, ...)

This commit is contained in:
2026-05-14 22:20:37 +02:00
parent 0bc55f5732
commit 48af959814
9 changed files with 47 additions and 47 deletions
+2 -2
View File
@@ -62,12 +62,12 @@ auto Input::get() -> Input * {
Input::Input(std::string file)
: dbPath(std::move(file)) {
// Inicializa las variables
keyBindings_t kb;
KeyBindings kb;
kb.scancode = 0;
kb.active = false;
keyBindings.resize(input_number_of_inputs, kb);
GameControllerBindings_t gcb;
GameControllerBindings gcb;
gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
gcb.active = false;
gameControllerBindings.resize(input_number_of_inputs, gcb);
+4 -4
View File
@@ -52,12 +52,12 @@ enum InputDisable : std::uint8_t {
class Input {
private:
struct keyBindings_t {
struct KeyBindings {
Uint8 scancode; // Scancode asociado
bool active; // Indica si está activo
};
struct GameControllerBindings_t {
struct GameControllerBindings {
SDL_GamepadButton button; // GameControllerButton asociado
bool active; // Indica si está activo
};
@@ -67,8 +67,8 @@ class Input {
std::vector<SDL_JoystickID> connectedControllerIds; // Instance IDs paralelos para mapear eventos
// Variables
std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<GameControllerBindings_t> gameControllerBindings; // Vector con las teclas asociadas a los inputs predefinidos
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