ja permet mapejar botons tipo trigger

This commit is contained in:
2025-08-16 18:03:32 +02:00
parent 6102504d32
commit 2a4c47a6ca
5 changed files with 194 additions and 1 deletions

View File

@@ -72,6 +72,9 @@ void DefineButtons::handleEvents(const SDL_Event &event) {
case SDL_EVENT_GAMEPAD_BUTTON_UP:
checkEnd();
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
doControllerAxisMotion(event.gaxis);
break;
default:
break;
}
@@ -86,6 +89,8 @@ auto DefineButtons::enable(Options::Gamepad *options_gamepad) -> bool {
index_button_ = 0;
message_shown_ = false;
closing_ = false;
l2_was_pressed_ = false;
r2_was_pressed_ = false;
clearButtons();
updateWindowMessage();
@@ -104,6 +109,8 @@ void DefineButtons::disable() {
finished_ = false;
message_shown_ = false;
closing_ = false;
l2_was_pressed_ = false;
r2_was_pressed_ = false;
if (window_message_) {
window_message_->hide();
@@ -125,6 +132,44 @@ void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event)
}
}
void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent &event) {
auto gamepad = input_->getGamepad(event.which);
if (!gamepad || gamepad != options_gamepad_->instance) {
return;
}
// Solo manejamos L2 y R2 como botones con lógica de transición
if (event.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER) {
bool l2_is_pressed_now = event.value > 16384;
// Solo actuar en la transición de no presionado a presionado
if (l2_is_pressed_now && !l2_was_pressed_) {
const auto TRIGGER_BUTTON = Input::TRIGGER_L2_AS_BUTTON;
if (checkTriggerNotInUse(TRIGGER_BUTTON)) {
buttons_.at(index_button_).button = TRIGGER_BUTTON;
incIndexButton();
updateWindowMessage();
}
}
l2_was_pressed_ = l2_is_pressed_now;
} else if (event.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
bool r2_is_pressed_now = event.value > 16384;
// Solo actuar en la transición de no presionado a presionado
if (r2_is_pressed_now && !r2_was_pressed_) {
const auto TRIGGER_BUTTON = Input::TRIGGER_R2_AS_BUTTON;
if (checkTriggerNotInUse(TRIGGER_BUTTON)) {
buttons_.at(index_button_).button = TRIGGER_BUTTON;
incIndexButton();
updateWindowMessage();
}
}
r2_was_pressed_ = r2_is_pressed_now;
}
}
void DefineButtons::bindButtons(Options::Gamepad *options_gamepad) {
for (const auto &button : buttons_) {
Input::bindGameControllerButton(options_gamepad->instance, button.action, button.button);
@@ -148,6 +193,12 @@ auto DefineButtons::checkButtonNotInUse(SDL_GamepadButton button) -> bool {
});
}
auto DefineButtons::checkTriggerNotInUse(SDL_GamepadButton trigger_button) -> bool {
return std::ranges::all_of(buttons_, [trigger_button](const auto &b) {
return b.button != trigger_button;
});
}
void DefineButtons::clearButtons() {
buttons_.clear();
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_LEFT"), Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_INVALID);