REPEAT_TRUE/FALSE → enum class Input::Repeat

This commit is contained in:
2026-05-16 19:51:24 +02:00
parent 479d9d941a
commit d72630523a
9 changed files with 42 additions and 41 deletions
+5 -5
View File
@@ -104,7 +104,7 @@ void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
}
// Comprueba si un input esta activo
auto Input::checkInput(Uint8 input, bool repeat, int device, int index) -> bool {
auto Input::checkInput(Uint8 input, Repeat repeat, int device, int index) -> bool {
if (!enabled_) {
return false;
}
@@ -127,11 +127,11 @@ auto Input::checkInput(Uint8 input, bool repeat, int device, int index) -> bool
}
// Helper de checkInput: comprueba el estado de una tecla
auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
auto Input::checkKeyboardInput(Uint8 input, Repeat repeat) -> bool {
const bool *key_states = SDL_GetKeyboardState(nullptr);
const bool IS_DOWN = key_states[key_bindings_[input].scancode];
if (repeat) {
if (repeat == Repeat::ON) {
return IS_DOWN;
}
@@ -142,10 +142,10 @@ auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
}
// Helper de checkInput: comprueba el estado de un botón de mando
auto Input::checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool {
auto Input::checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool {
const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button);
if (repeat) {
if (repeat == Repeat::ON) {
return IS_DOWN;
}