merdes varies
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@@ -105,7 +105,7 @@
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"[SERVICE_MENU] CONTROLLER2": "Mando 2",
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"[SERVICE_MENU] CONFIGURE1": "Configurar Mando 1",
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"[SERVICE_MENU] CONFIGURE2": "Configurar Mando 2",
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"[SERVICE_MENU] NO_CONTROLLER": "Cap",
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"[SERVICE_MENU] NO_CONTROLLER": "[ Desconectat ]",
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"[SERVICE_MENU] SWAP_CONTROLLERS": "Intercanvia mandos",
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"[SCOREBOARD] 1": "Jugador 1",
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@@ -104,7 +104,7 @@
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"[SERVICE_MENU] CONTROLLER2": "Controller 2",
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"[SERVICE_MENU] CONFIGURE1": "Configure Controller 1",
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"[SERVICE_MENU] CONFIGURE2": "Configure Controller 2",
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"[SERVICE_MENU] NO_CONTROLLER": "None",
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"[SERVICE_MENU] NO_CONTROLLER": "[No controller]",
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"[SERVICE_MENU] SWAP_CONTROLLERS": "Swap Controllers",
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"[SCOREBOARD] 1" : "Player 1",
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@@ -104,7 +104,7 @@
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"[SERVICE_MENU] CONTROLLER2": "Mando 2",
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"[SERVICE_MENU] CONFIGURE1": "Configurar Mando 1",
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"[SERVICE_MENU] CONFIGURE2": "Configurar Mando 2",
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"[SERVICE_MENU] NO_CONTROLLER": "Ninguno",
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"[SERVICE_MENU] NO_CONTROLLER": "[Desconectat]",
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"[SERVICE_MENU] SWAP_CONTROLLERS": "Intercambia mandos",
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"[SCOREBOARD] 1": "Jugador 1",
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@@ -75,7 +75,7 @@ void DefineButtons::update() {
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}
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}
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void DefineButtons::checkEvents(const SDL_Event &event) {
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void DefineButtons::handleEvents(const SDL_Event &event) {
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if (enabled_) {
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switch (event.type) {
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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@@ -31,7 +31,7 @@ class DefineButtons {
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void render();
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void update();
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void checkEvents(const SDL_Event &event);
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void handleEvents(const SDL_Event &event);
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auto enable(Options::Gamepad *options_gamepad) -> bool;
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void disable();
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bool isReadyToClose() const;
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@@ -2,9 +2,10 @@
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#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory
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#include "input.h"
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#include "mouse.h" // Para handleEvent
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#include "screen.h"
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#include "input.h" // Para Input
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#include "mouse.h" // Para handleEvent
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#include "options.h" // Para Options
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, Options, name, options
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#include "ui/service_menu.h" // Para ServiceMenu
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@@ -34,6 +35,8 @@ void check(const SDL_Event &event) {
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Mouse::handleEvent(event);
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static auto *input_ = Input::get();
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input_->handleEvent(event);
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if (input_->handleEvent(event)) {
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Options::gamepad_manager.assignAndLinkGamepads();
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}
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}
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} // namespace GlobalEvents
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@@ -308,15 +308,16 @@ void Input::update() {
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}
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}
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void Input::handleEvent(const SDL_Event &event) {
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auto Input::handleEvent(const SDL_Event &event) -> bool {
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switch (event.type) {
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case SDL_EVENT_GAMEPAD_ADDED:
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addGamepad(event.gdevice.which);
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break;
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return true;
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case SDL_EVENT_GAMEPAD_REMOVED:
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removeGamepad(event.gdevice.which);
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break;
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return true;
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}
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return false;
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}
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void Input::addGamepad(int device_index) {
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@@ -168,7 +168,7 @@ class Input {
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void resetInputStates();
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// --- Eventos ---
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void handleEvent(const SDL_Event &event);
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auto handleEvent(const SDL_Event &event) -> bool;
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void printConnectedGamepads() const;
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@@ -386,7 +386,7 @@ void GamepadManager::clearUnassignedGamepadSlots() {
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if (gamepad_config.instance == nullptr) {
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// Limpiamos sus datos de configuración para no mostrar información
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// de un mando que ya no está conectado.
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gamepad_config.name = "";
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gamepad_config.name = Lang::getText("[SERVICE_MENU] NO_CONTROLLER");
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gamepad_config.path = "";
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}
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}
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@@ -10,6 +10,7 @@
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#include <memory> // Para shared_ptr, swap
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#include <stdexcept> // Para out_of_range, invalid_argument
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#include <string> // Para char_traits, string, allocator, operator==, swap, operator<<, basic_string, stoi
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#include <string_view> // Para string_view
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#include <vector> // Para vector
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#include "difficulty.h" // Para Code
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@@ -216,6 +217,7 @@ class GamepadManager {
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[[nodiscard]] static auto size() -> size_t { return MAX_PLAYERS; }
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private:
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static constexpr std::string_view UNASSIGNED_TEXT = "---";
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static constexpr size_t MAX_PLAYERS = 2;
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std::array<Gamepad, MAX_PLAYERS> gamepads_;
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@@ -40,12 +40,14 @@ ServiceMenu::ServiceMenu()
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void ServiceMenu::toggle() {
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if (define_buttons_ && define_buttons_->isEnabled()) {
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return; // No se puede mostrar u ocultar el menu de servicio si se estan definiendo los botones
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return; // No se puede mostrar u ocultar el menu de servicio si se estan definiendo los botones
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}
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playBackSound();
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enabled_ = !enabled_;
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if (!enabled_) {
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if (enabled_) {
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Options::gamepad_manager.assignAndLinkGamepads();
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} else {
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reset();
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}
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}
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@@ -546,8 +548,8 @@ void ServiceMenu::handleEvent(const SDL_Event &event) {
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// Si DefineButtons está activo, que maneje todos los eventos
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if (define_buttons_ && define_buttons_->isEnabled()) {
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define_buttons_->checkEvents(event);
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//return; // No procesar otros eventos mientras DefineButtons está activo
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define_buttons_->handleEvents(event);
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// return; // No procesar otros eventos mientras DefineButtons está activo
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}
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}
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@@ -565,16 +567,16 @@ bool ServiceMenu::checkInput() {
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using Action = Input::Action;
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const std::vector<std::pair<Action, std::function<void()>>> actions = {
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{ Action::UP, [this]() { setSelectorUp(); } },
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{ Action::DOWN, [this]() { setSelectorDown(); } },
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{ Action::RIGHT, [this]() { adjustOption(true); } },
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{ Action::LEFT, [this]() { adjustOption(false); } },
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{ Action::SM_SELECT, [this]() { selectOption(); } },
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{ Action::SM_BACK, [this]() { moveBack(); } },
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{Action::UP, [this]() { setSelectorUp(); }},
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{Action::DOWN, [this]() { setSelectorDown(); }},
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{Action::RIGHT, [this]() { adjustOption(true); }},
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{Action::LEFT, [this]() { adjustOption(false); }},
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{Action::SM_SELECT, [this]() { selectOption(); }},
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{Action::SM_BACK, [this]() { moveBack(); }},
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};
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// Teclado
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for (const auto& [action, func] : actions) {
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for (const auto &[action, func] : actions) {
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if (input->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
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func();
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return true;
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@@ -583,7 +585,7 @@ bool ServiceMenu::checkInput() {
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// Mandos
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for (auto gamepad : input->getGamepads()) {
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for (const auto& [action, func] : actions) {
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for (const auto &[action, func] : actions) {
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if (input->checkAction(action, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad)) {
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func();
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return true;
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