ja guarda la configuració del mando amb els boto-triggers
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@@ -152,6 +152,12 @@ void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent &event) {
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updateWindowMessage();
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}
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}
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// Detectar liberación del trigger para llamar checkEnd()
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if (!l2_is_pressed_now && l2_was_pressed_) {
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checkEnd();
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}
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l2_was_pressed_ = l2_is_pressed_now;
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} else if (event.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
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@@ -166,6 +172,12 @@ void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent &event) {
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updateWindowMessage();
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}
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}
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// Detectar liberación del trigger para llamar checkEnd()
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if (!r2_is_pressed_now && r2_was_pressed_) {
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checkEnd();
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}
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r2_was_pressed_ = r2_is_pressed_now;
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}
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}
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@@ -73,7 +73,9 @@ const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING = {
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{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
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{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
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{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"}};
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{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
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{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
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{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
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const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
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{"WEST", SDL_GAMEPAD_BUTTON_WEST},
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@@ -87,7 +89,9 @@ const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
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{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
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{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
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{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT}};
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
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{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
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{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};
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const std::unordered_map<InputAction, InputAction> ACTION_TO_ACTION = {
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{InputAction::SM_SELECT, InputAction::FIRE_LEFT},
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