commit mañanero de canvi de pc
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@@ -43,14 +43,14 @@ void Input::bindKey(Action input, SDL_Scancode code) {
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input)).button = button;
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gamepad->button_states.at(static_cast<int>(input)).button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input_target)).button = gamepad->bindings.at(static_cast<int>(input_source)).button;
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gamepad->button_states.at(static_cast<int>(input_target)).button = gamepad->button_states.at(static_cast<int>(input_source)).button;
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}
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}
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@@ -74,9 +74,9 @@ auto Input::checkAction(Action input, bool repeat, Device device, std::shared_pt
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if (!success_controller) {
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if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
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success_controller = gamepad->bindings.at(INPUT_INDEX).is_held;
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success_controller = gamepad->button_states.at(INPUT_INDEX).is_held;
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} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
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success_controller = gamepad->bindings.at(INPUT_INDEX).just_pressed;
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success_controller = gamepad->button_states.at(INPUT_INDEX).just_pressed;
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}
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}
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}
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@@ -108,7 +108,7 @@ auto Input::checkAnyInput(Device device, std::shared_ptr<Gamepad> gamepad) -> bo
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// Iteramos sobre todas las acciones, no sobre el número de mandos.
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for (int i = 0; i < NUM_ACTIONS; ++i) {
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// Leemos el estado pre-calculado para el mando y la acción específicos.
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if (gamepad->bindings.at(i).just_pressed) {
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if (gamepad->button_states.at(i).just_pressed) {
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return true; // Se encontró una acción recién pulsada en el mando.
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}
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}
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@@ -160,7 +160,7 @@ auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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// Obtiene el SDL_GamepadButton asignado a un input
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auto Input::getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton {
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return gamepad->bindings.at(static_cast<int>(input)).button;
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return gamepad->button_states.at(static_cast<int>(input)).button;
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}
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// Convierte un InputAction a std::string
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@@ -217,7 +217,7 @@ auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool
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}
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// Referencia al binding correspondiente
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auto &binding = gamepad->bindings.at(static_cast<int>(input));
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auto &binding = gamepad->button_states.at(static_cast<int>(input));
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if (repeat) {
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// Si se permite repetir, simplemente devolvemos el estado actual
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@@ -258,7 +258,7 @@ void Input::resetInputStates() {
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}
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// Resetear todos los ControllerBindings.active a false
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for (auto &gamepad : gamepads_) {
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for (auto &binding : gamepad->bindings) {
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for (auto &binding : gamepad->button_states) {
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binding.is_held = false;
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binding.just_pressed = false;
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}
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@@ -279,7 +279,7 @@ void Input::update() {
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// --- MANDOS ---
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for (auto gamepad : gamepads_) {
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for (auto &binding : gamepad->bindings) {
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for (auto &binding : gamepad->button_states) {
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bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, binding.button)) != 0;
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// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
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