ja guarda la configuració del mando amb els boto-triggers

This commit is contained in:
2025-08-16 18:13:55 +02:00
parent 2a4c47a6ca
commit 1ced698093
3 changed files with 18 additions and 80 deletions

View File

@@ -152,6 +152,12 @@ void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent &event) {
updateWindowMessage(); updateWindowMessage();
} }
} }
// Detectar liberación del trigger para llamar checkEnd()
if (!l2_is_pressed_now && l2_was_pressed_) {
checkEnd();
}
l2_was_pressed_ = l2_is_pressed_now; l2_was_pressed_ = l2_is_pressed_now;
} else if (event.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) { } else if (event.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
@@ -166,6 +172,12 @@ void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent &event) {
updateWindowMessage(); updateWindowMessage();
} }
} }
// Detectar liberación del trigger para llamar checkEnd()
if (!r2_is_pressed_now && r2_was_pressed_) {
checkEnd();
}
r2_was_pressed_ = r2_is_pressed_now; r2_was_pressed_ = r2_is_pressed_now;
} }
} }

View File

@@ -73,7 +73,9 @@ const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING = {
{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"}, {SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"}, {SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"}, {SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"}}; {SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = { const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
{"WEST", SDL_GAMEPAD_BUTTON_WEST}, {"WEST", SDL_GAMEPAD_BUTTON_WEST},
@@ -87,7 +89,9 @@ const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP}, {"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN}, {"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT}, {"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT}}; {"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};
const std::unordered_map<InputAction, InputAction> ACTION_TO_ACTION = { const std::unordered_map<InputAction, InputAction> ACTION_TO_ACTION = {
{InputAction::SM_SELECT, InputAction::FIRE_LEFT}, {InputAction::SM_SELECT, InputAction::FIRE_LEFT},

View File

@@ -1,78 +0,0 @@
#include <iostream>
#include <SDL3/SDL.h>
int main() {
// Inicializar SDL
if (!SDL_Init(SDL_INIT_GAMEPAD)) {
std::cerr << "Error inicializando SDL: " << SDL_GetError() << std::endl;
return 1;
}
std::cout << "Prueba de triggers L2/R2 como botones digitales" << std::endl;
std::cout << "Conecta un mando arcade y presiona L2 o R2" << std::endl;
std::cout << "Presiona ESC para salir" << std::endl;
// Abrir primer gamepad disponible
SDL_Gamepad* gamepad = nullptr;
SDL_JoystickID* joysticks = SDL_GetJoysticks(nullptr);
if (joysticks) {
for (int i = 0; joysticks[i]; i++) {
if (SDL_IsGamepad(joysticks[i])) {
gamepad = SDL_OpenGamepad(joysticks[i]);
if (gamepad) {
std::cout << "Gamepad conectado: " << SDL_GetGamepadName(gamepad) << std::endl;
break;
}
}
}
SDL_free(joysticks);
}
if (!gamepad) {
std::cout << "No se encontró ningún gamepad compatible" << std::endl;
SDL_Quit();
return 1;
}
bool running = true;
SDL_Event event;
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
running = false;
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
if (event.gaxis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER) {
if (event.gaxis.value > 16384) {
std::cout << "L2 PRESIONADO como botón digital (valor: " << event.gaxis.value << ")" << std::endl;
}
} else if (event.gaxis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
if (event.gaxis.value > 16384) {
std::cout << "R2 PRESIONADO como botón digital (valor: " << event.gaxis.value << ")" << std::endl;
}
}
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
std::cout << "Botón presionado: " << event.gbutton.button << std::endl;
break;
}
}
// Verificar ESC para salir
const bool* keyboard_state = SDL_GetKeyboardState(nullptr);
if (keyboard_state[SDL_SCANCODE_ESCAPE]) {
running = false;
}
SDL_Delay(16); // ~60 FPS
}
if (gamepad) {
SDL_CloseGamepad(gamepad);
}
SDL_Quit();
return 0;
}