Variables renombrades en input.cpp

This commit is contained in:
2024-10-12 11:01:42 +02:00
parent 4ef759772a
commit 101e375fd3
16 changed files with 467 additions and 523 deletions

View File

@@ -132,65 +132,59 @@ Director::~Director()
/// Inicializa el objeto input
void Director::initInput()
{
// Establece si ha de mostrar mensajes
#ifdef VERBOSE
Input::get()->setVerbose(true);
#else
Input::get()->setVerbose(false);
#endif
// Busca si hay mandos conectados
Input::get()->discoverGameControllers();
// Teclado - Movimiento del jugador
Input::get()->bindKey(input_up, SDL_SCANCODE_UP);
Input::get()->bindKey(input_down, SDL_SCANCODE_DOWN);
Input::get()->bindKey(input_left, SDL_SCANCODE_LEFT);
Input::get()->bindKey(input_right, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(InputType::UP, SDL_SCANCODE_UP);
Input::get()->bindKey(InputType::DOWN, SDL_SCANCODE_DOWN);
Input::get()->bindKey(InputType::LEFT, SDL_SCANCODE_LEFT);
Input::get()->bindKey(InputType::RIGHT, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(input_fire_left, SDL_SCANCODE_Q);
Input::get()->bindKey(input_fire_center, SDL_SCANCODE_W);
Input::get()->bindKey(input_fire_right, SDL_SCANCODE_E);
Input::get()->bindKey(InputType::FIRE_LEFT, SDL_SCANCODE_Q);
Input::get()->bindKey(InputType::FIRE_CENTER, SDL_SCANCODE_W);
Input::get()->bindKey(InputType::FIRE_RIGHT, SDL_SCANCODE_E);
Input::get()->bindKey(input_start, SDL_SCANCODE_RETURN);
Input::get()->bindKey(InputType::START, SDL_SCANCODE_RETURN);
// Teclado - Control del programa
Input::get()->bindKey(input_service, SDL_SCANCODE_0);
Input::get()->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(input_pause, SDL_SCANCODE_P);
Input::get()->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
Input::get()->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
Input::get()->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
Input::get()->bindKey(input_video_shaders, SDL_SCANCODE_F4);
Input::get()->bindKey(input_mute, SDL_SCANCODE_F5);
Input::get()->bindKey(input_showinfo, SDL_SCANCODE_F6);
Input::get()->bindKey(input_reset, SDL_SCANCODE_F10);
Input::get()->bindKey(InputType::SERVICE, SDL_SCANCODE_0);
Input::get()->bindKey(InputType::EXIT, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(InputType::PAUSE, SDL_SCANCODE_P);
Input::get()->bindKey(InputType::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
Input::get()->bindKey(InputType::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
Input::get()->bindKey(InputType::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
Input::get()->bindKey(InputType::VIDEO_SHADERS, SDL_SCANCODE_F4);
Input::get()->bindKey(InputType::MUTE, SDL_SCANCODE_F5);
Input::get()->bindKey(InputType::SHOWINFO, SDL_SCANCODE_F6);
Input::get()->bindKey(InputType::RESET, SDL_SCANCODE_F10);
// Asigna botones a inputs
const int numGamePads = Input::get()->getNumControllers();
for (int i = 0; i < numGamePads; ++i)
{
// Mando - Movimiento del jugador
Input::get()->bindGameControllerButton(i, input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(i, input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(i, input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(i, input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(i, InputType::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(i, InputType::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(i, InputType::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(i, InputType::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(i, input_fire_left, SDL_CONTROLLER_BUTTON_X);
Input::get()->bindGameControllerButton(i, input_fire_center, SDL_CONTROLLER_BUTTON_Y);
Input::get()->bindGameControllerButton(i, input_fire_right, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(i, InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
Input::get()->bindGameControllerButton(i, InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
Input::get()->bindGameControllerButton(i, InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(i, input_start, SDL_CONTROLLER_BUTTON_START);
Input::get()->bindGameControllerButton(i, InputType::START, SDL_CONTROLLER_BUTTON_START);
// Mando - Control del programa
Input::get()->bindGameControllerButton(i, input_service, SDL_CONTROLLER_BUTTON_BACK);
Input::get()->bindGameControllerButton(i, input_exit, input_start);
Input::get()->bindGameControllerButton(i, input_pause, input_fire_right);
Input::get()->bindGameControllerButton(i, input_video_shaders, input_fire_left);
Input::get()->bindGameControllerButton(i, input_mute, input_left);
Input::get()->bindGameControllerButton(i, input_showinfo, input_right);
Input::get()->bindGameControllerButton(i, input_reset, input_fire_center);
Input::get()->bindGameControllerButton(i, input_config, input_down);
Input::get()->bindGameControllerButton(i, input_swap_controllers, input_up);
Input::get()->bindGameControllerButton(i, InputType::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
Input::get()->bindGameControllerButton(i, InputType::EXIT, InputType::START);
Input::get()->bindGameControllerButton(i, InputType::PAUSE, InputType::FIRE_RIGHT);
Input::get()->bindGameControllerButton(i, InputType::VIDEO_SHADERS, InputType::FIRE_LEFT);
Input::get()->bindGameControllerButton(i, InputType::MUTE, InputType::LEFT);
Input::get()->bindGameControllerButton(i, InputType::SHOWINFO, InputType::RIGHT);
Input::get()->bindGameControllerButton(i, InputType::RESET, InputType::FIRE_CENTER);
Input::get()->bindGameControllerButton(i, InputType::CONFIG, InputType::DOWN);
Input::get()->bindGameControllerButton(i, InputType::SWAP_CONTROLLERS, InputType::UP);
}
// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
@@ -208,14 +202,14 @@ void Director::initInput()
// Asigna botones a inputs desde otros inputs
for (int i = 0; i < numGamePads; ++i)
{
Input::get()->bindGameControllerButton(i, input_exit, input_start);
Input::get()->bindGameControllerButton(i, input_reset, input_fire_center);
Input::get()->bindGameControllerButton(i, input_pause, input_fire_right);
Input::get()->bindGameControllerButton(i, input_video_shaders, input_fire_left);
Input::get()->bindGameControllerButton(i, input_mute, input_left);
Input::get()->bindGameControllerButton(i, input_showinfo, input_right);
Input::get()->bindGameControllerButton(i, input_config, input_down);
Input::get()->bindGameControllerButton(i, input_swap_controllers, input_up);
Input::get()->bindGameControllerButton(i, InputType::EXIT, InputType::START);
Input::get()->bindGameControllerButton(i, InputType::RESET, InputType::FIRE_CENTER);
Input::get()->bindGameControllerButton(i, InputType::PAUSE, InputType::FIRE_RIGHT);
Input::get()->bindGameControllerButton(i, InputType::VIDEO_SHADERS, InputType::FIRE_LEFT);
Input::get()->bindGameControllerButton(i, InputType::MUTE, InputType::LEFT);
Input::get()->bindGameControllerButton(i, InputType::SHOWINFO, InputType::RIGHT);
Input::get()->bindGameControllerButton(i, InputType::CONFIG, InputType::DOWN);
Input::get()->bindGameControllerButton(i, InputType::SWAP_CONTROLLERS, InputType::UP);
}
// Guarda las asignaciones de botones en las opciones