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@@ -19,8 +19,8 @@ class Input {
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static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
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static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
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static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
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static constexpr SDL_GamepadButton TRIGGER_L2_AS_BUTTON = static_cast<SDL_GamepadButton>(100); // L2 como botón
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static constexpr SDL_GamepadButton TRIGGER_R2_AS_BUTTON = static_cast<SDL_GamepadButton>(101); // R2 como botón
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static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
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static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
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// --- Tipos ---
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using Action = InputAction; // Alias para mantener compatibilidad
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@@ -36,13 +36,13 @@ class Input {
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};
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struct ButtonState {
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SDL_GamepadButton button; // GameControllerButton asociado
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int button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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bool trigger_active; // Estado del trigger como botón digital
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ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
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ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act), trigger_active(false) {}
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};
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@@ -104,23 +104,23 @@ class Input {
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path(std::string(SDL_GetGamepadPath(pad))),
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bindings{
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// Movimiento del jugador
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{Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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{Action::UP, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_UP))},
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{Action::DOWN, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_DOWN))},
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{Action::LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT))},
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{Action::RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT))},
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// Disparo del jugador
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{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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{Action::FIRE_LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))},
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{Action::FIRE_CENTER, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_NORTH))},
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{Action::FIRE_RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_EAST))},
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// Interfaz
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{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)},
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{Action::START, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_START))},
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{Action::SERVICE, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_BACK))},
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// Menu de servicio
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{Action::SM_SELECT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Action::SM_BACK, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)}} {}
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{Action::SM_SELECT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))},
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{Action::SM_BACK, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_NORTH))}} {}
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~Gamepad() {
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if (pad != nullptr) {
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@@ -130,7 +130,7 @@ class Input {
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// Reasigna un botón a una acción
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void rebindAction(Action action, SDL_GamepadButton new_button) {
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bindings[action] = new_button;
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bindings[action] = static_cast<int>(new_button);
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}
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};
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