REPEAT_TRUE/FALSE → enum class Input::Repeat
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@@ -8,29 +8,29 @@ namespace GlobalInputs {
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auto handle() -> bool {
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if (Screen::get() == nullptr || Input::get() == nullptr) { return false; }
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if (Input::get()->checkInput(WINDOW_FULLSCREEN, REPEAT_FALSE)) {
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if (Input::get()->checkInput(WINDOW_FULLSCREEN, Input::Repeat::OFF)) {
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Screen::get()->toggleVideoMode();
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return true;
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}
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if (Input::get()->checkInput(WINDOW_DEC_ZOOM, REPEAT_FALSE)) {
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if (Input::get()->checkInput(WINDOW_DEC_ZOOM, Input::Repeat::OFF)) {
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Screen::get()->decWindowZoom();
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return true;
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}
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if (Input::get()->checkInput(WINDOW_INC_ZOOM, REPEAT_FALSE)) {
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if (Input::get()->checkInput(WINDOW_INC_ZOOM, Input::Repeat::OFF)) {
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Screen::get()->incWindowZoom();
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return true;
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}
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if (Input::get()->checkInput(TOGGLE_SHADER, REPEAT_FALSE)) {
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if (Input::get()->checkInput(TOGGLE_SHADER, Input::Repeat::OFF)) {
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Screen::get()->toggleShaderEnabled();
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return true;
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}
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// F5/F6 només actuen quan el post-procesado està actiu.
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if (Screen::isShaderEnabled()) {
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if (Input::get()->checkInput(TOGGLE_SHADER_TYPE, REPEAT_FALSE)) {
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if (Input::get()->checkInput(TOGGLE_SHADER_TYPE, Input::Repeat::OFF)) {
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Screen::get()->toggleActiveShader();
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return true;
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}
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if (Input::get()->checkInput(NEXT_SHADER_PRESET, REPEAT_FALSE)) {
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if (Input::get()->checkInput(NEXT_SHADER_PRESET, Input::Repeat::OFF)) {
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Screen::get()->nextPreset();
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return true;
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}
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@@ -104,7 +104,7 @@ 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, bool repeat, int device, int index) -> bool {
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auto Input::checkInput(Uint8 input, Repeat repeat, int device, int index) -> bool {
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if (!enabled_) {
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return false;
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}
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@@ -127,11 +127,11 @@ auto Input::checkInput(Uint8 input, bool repeat, int device, int index) -> bool
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}
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// Helper de checkInput: comprueba el estado de una tecla
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auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
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auto Input::checkKeyboardInput(Uint8 input, Repeat repeat) -> bool {
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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const bool IS_DOWN = key_states[key_bindings_[input].scancode];
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if (repeat) {
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if (repeat == Repeat::ON) {
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return IS_DOWN;
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}
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@@ -142,10 +142,10 @@ auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
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}
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// Helper de checkInput: comprueba el estado de un botón de mando
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auto Input::checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool {
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auto Input::checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool {
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const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button);
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if (repeat) {
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if (repeat == Repeat::ON) {
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return IS_DOWN;
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}
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@@ -6,10 +6,6 @@
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#include <string> // for string, basic_string
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#include <vector> // for vector
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// Valores de repetición
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constexpr bool REPEAT_TRUE = true;
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constexpr bool REPEAT_FALSE = false;
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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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@@ -52,6 +48,11 @@ enum InputDisable : std::uint8_t {
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class Input {
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public:
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enum class Repeat : std::uint8_t {
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OFF,
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ON
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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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@@ -63,8 +64,8 @@ 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, bool repeat = true, 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, 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 discoverGameController() -> bool; // Busca si hay un mando conectado
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@@ -117,8 +118,8 @@ class Input {
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static auto buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string;
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// Helpers de checkInput
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auto checkKeyboardInput(Uint8 input, bool repeat) -> bool;
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auto checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool;
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auto checkKeyboardInput(Uint8 input, Repeat repeat) -> bool;
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auto checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool;
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// Helpers de discoverGameController
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void resetGameControllerState();
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