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@@ -1,38 +1,38 @@
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#include "define_buttons.h"
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#include <algorithm> // Para max, __all_of_fn, all_of
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#include <algorithm> // Para __all_of_fn, all_of
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#include <functional> // Para identity
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#include <memory> // Para allocator, shared_ptr, __shared_ptr_access, operator==
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#include "input.h" // Para Input, InputAction
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#include "lang.h" // Para getText
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#include "options.h" // Para GamepadOptions, controllers
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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#include "resource.h" // Para Resource
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#include "text.h" // Para Text
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#include "input.h" // Para Input
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#include "input_types.h" // Para InputAction
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#include "lang.h" // Para getText
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#include "options.h" // Para Gamepad
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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#include "resource.h" // Para Resource
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#include "text.h" // Para Text
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// Constructor
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DefineButtons::DefineButtons()
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: input_(Input::get()),
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enabled_(false),
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finished_(false),
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x_(param.game.width / 2),
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y_(param.title.press_start_position),
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index_button_(0) {
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y_(param.title.press_start_position) {
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clearButtons();
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auto gamepads = input_->getGamepads();
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for (auto gamepad : gamepads) {
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controller_names_.emplace_back(input_->getControllerName(gamepad));
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controller_names_.emplace_back(Input::getControllerName(gamepad));
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}
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}
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// Dibuja el objeto en pantalla
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void DefineButtons::render() {
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static auto text = Resource::get()->getText("8bithud");
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static auto text_ = Resource::get()->getText("8bithud");
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if (enabled_) {
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text->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast<int>(options_gamepad_->player_id)));
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text->writeCentered(x_, y_, options_gamepad_->name);
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text->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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text_->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(static_cast<int>(options_gamepad_->player_id)));
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text_->writeCentered(x_, y_, options_gamepad_->name);
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text_->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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}
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}
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@@ -55,12 +55,12 @@ void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event)
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// Asigna los botones definidos al input_
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void DefineButtons::bindButtons(Options::Gamepad *options_gamepad) {
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for (const auto &button : buttons_) {
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input_->bindGameControllerButton(options_gamepad->instance, button.action, button.button);
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Input::bindGameControllerButton(options_gamepad->instance, button.action, button.button);
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}
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// Remapea los inputs a inputs
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input_->bindGameControllerButton(options_gamepad->instance, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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input_->bindGameControllerButton(options_gamepad->instance, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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}
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// Comprueba los eventos
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@@ -121,9 +121,9 @@ void DefineButtons::clearButtons() {
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// Comprueba si ha finalizado
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void DefineButtons::checkEnd() {
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if (finished_) {
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bindButtons(options_gamepad_); // Asigna los botones definidos al input_
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input_->saveGamepadConfigFromGamepad(options_gamepad_->instance); // Guarda los cambios
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input_->resetInputStates(); // Reinicia los estados de las pulsaciones de los botones
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enabled_ = false; // Deshabilita
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bindButtons(options_gamepad_); // Asigna los botones definidos al input_
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input_->saveGamepadConfigFromGamepad(options_gamepad_->instance); // Guarda los cambios
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input_->resetInputStates(); // Reinicia los estados de las pulsaciones de los botones
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enabled_ = false; // Deshabilita
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}
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}
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