working on game controller input
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@@ -191,16 +191,16 @@ bool Input::discoverGameController()
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if (SDL_IsGameController(i))
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if (SDL_IsGameController(i))
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{
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{
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char *mapping;
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char *mapping;
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SDL_Log("Index \'%i\' is a compatible controller, named \'%s\'", i, SDL_GameControllerNameForIndex(i));
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printf("Index \'%i\' is a compatible controller, named \'%s\'", i, SDL_GameControllerNameForIndex(i));
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mGameController = SDL_GameControllerOpen(i);
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mGameController = SDL_GameControllerOpen(i);
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mapping = SDL_GameControllerMapping(mGameController);
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mapping = SDL_GameControllerMapping(mGameController);
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SDL_Log("Controller %i is mapped as \"%s\".", i, mapping);
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printf("Controller %i is mapped as \"%s\".", i, mapping);
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SDL_free(mapping);
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SDL_free(mapping);
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mGameControllerFound = true;
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mGameControllerFound = true;
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}
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}
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else
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else
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{
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{
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SDL_Log("Index \'%i\' is not a compatible controller.", i);
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printf("Index \'%i\' is not a compatible controller.", i);
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mGameControllerFound = false;
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mGameControllerFound = false;
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}
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}
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}
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}
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@@ -45,7 +45,7 @@ private:
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GameControllerBindings_t mGameControllerBindings[15]; // Vector con las teclas asociadas a los inputs predefinidos
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GameControllerBindings_t mGameControllerBindings[15]; // Vector con las teclas asociadas a los inputs predefinidos
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SDL_GameController *mGameController; // Manejador para el mando
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SDL_GameController *mGameController; // Manejador para el mando
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SDL_Haptic *mControllerHaptic; // Manejador para el mando con vibración
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//SDL_Haptic *mControllerHaptic; // Manejador para el mando con vibración
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bool mGameControllerFound; // Variable para saber si hay un mando conectado
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bool mGameControllerFound; // Variable para saber si hay un mando conectado
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int mSource; // Indica si el objeto usará un mando o un teclado
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int mSource; // Indica si el objeto usará un mando o un teclado
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