migracio a SDL3
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@@ -1,8 +1,6 @@
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#pragma once
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#include <SDL2/SDL_gamecontroller.h> // for SDL_GameControllerButton, SDL_G...
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#include <SDL2/SDL_scancode.h> // for SDL_Scancode
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#include <SDL2/SDL_stdinc.h> // for Uint8
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#include <SDL3/SDL.h>
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#include <string> // for string, basic_string
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#include <vector> // for vector
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@@ -58,12 +56,12 @@ private:
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struct GameControllerBindings_t
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{
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SDL_GameControllerButton button; // GameControllerButton asociado
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SDL_GamepadButton button; // GameControllerButton asociado
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bool active; // Indica si está activo
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};
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// Objetos y punteros
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std::vector<SDL_GameController *> connectedControllers; // Vector con todos los mandos conectados
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std::vector<SDL_Gamepad *> connectedControllers; // Vector con todos los mandos conectados
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// Variables
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std::vector<keyBindings_t> keyBindings; // Vector con las teclas asociadas a los inputs predefinidos
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@@ -86,7 +84,7 @@ public:
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void bindKey(Uint8 input, SDL_Scancode code);
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// Asigna inputs a botones del mando
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void bindGameControllerButton(Uint8 input, SDL_GameControllerButton button);
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void bindGameControllerButton(Uint8 input, SDL_GamepadButton button);
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// Comprueba si un input esta activo
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bool checkInput(Uint8 input, bool repeat = true, int device = INPUT_USE_ANY, int index = 0);
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