Improving menu class. Selector flickers when selecting

This commit is contained in:
2021-08-30 17:16:53 +02:00
parent 005eab5694
commit 74c08884ae
6 changed files with 58 additions and 43 deletions

View File

@@ -1,5 +1,5 @@
#include "input.h"
#include <stdio.h>
//#include <stdio.h>
#include <iostream>
// Constructor
@@ -21,6 +21,8 @@ Input::Input()
// Destructor
Input::~Input()
{
SDL_GameControllerClose(mGameController);
mGameController = nullptr;
}
// Asigna uno de los posibles inputs a una tecla del teclado
@@ -30,7 +32,7 @@ void Input::bindKey(Uint8 input, SDL_Scancode code)
}
// Asigna uno de los posibles inputs a un botón del mando
void Input::bindGameController(Uint8 input, SDL_GameControllerButton button)
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
mGameControllerBindings[input].button = button;
}
@@ -139,7 +141,8 @@ bool Input::discoverGameController()
if (SDL_IsGameController(i))
mNumGamepads++;
printf(" (%i joysticks found, %i are gamepads)\n", nJoysticks, mNumGamepads);
printf("\nChecking for game controllers...\n");
printf("%i joysticks found, %i are gamepads\n", nJoysticks, mNumGamepads);
if (mNumGamepads > 0)
{
@@ -150,7 +153,13 @@ bool Input::discoverGameController()
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
mConnectedControllers.push_back(pad);
std::string name = SDL_GameControllerNameForIndex(i);
std::cout << SDL_GameControllerNameForIndex(i) << std::endl;
name.resize(25);
mControllerNames.push_back(name);
}
else
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
@@ -169,4 +178,10 @@ bool Input::gameControllerFound()
return true;
else
return false;
}
// Obten el nombre de un mando de juego
std::string Input::getControllerName(int index)
{
return mControllerNames[index];
}