REPEAT_TRUE/FALSE → enum class Input::Repeat
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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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