Varios arreglos
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@@ -1,11 +1,13 @@
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#include "input.h"
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#include <SDL2/SDL.h> // para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
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#include <SDL2/SDL_error.h> // para SDL_GetError
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#include <SDL2/SDL_events.h> // para SDL_ENABLE
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#include <SDL2/SDL_keyboard.h> // para SDL_GetKeyboardState
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#include <iostream> // para basic_ostream, operator<<, cout, basi...
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#include <unordered_map>
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#include <algorithm>
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#include <SDL2/SDL.h> // Para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
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#include <SDL2/SDL_error.h> // Para SDL_GetError
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#include <SDL2/SDL_events.h> // Para SDL_ENABLE
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#include <SDL2/SDL_keyboard.h> // Para SDL_GetKeyboardState
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#include <algorithm> // Para find
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#include <iostream> // Para basic_ostream, operator<<, cout, endl
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#include <iterator> // Para distance
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#include <unordered_map> // Para unordered_map, operator==, _Node_cons...
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#include <utility> // Para pair
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// [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado
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Input *Input::input_ = nullptr;
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@@ -80,14 +82,7 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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if (repeat)
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{
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if (keyStates[key_bindings_[input_index].scancode] != 0)
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{
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success_keyboard = true;
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}
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else
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{
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success_keyboard = false;
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}
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success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0;
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}
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else
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{
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@@ -108,12 +103,8 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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if (keyStates[key_bindings_[input_index].scancode] == 0)
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{
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key_bindings_[input_index].active = false;
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success_keyboard = false;
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}
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else
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{
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success_keyboard = false;
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}
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success_keyboard = false;
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}
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}
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}
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@@ -126,22 +117,15 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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{
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if (repeat)
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{
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if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0)
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{
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success_controller = true;
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}
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else
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{
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success_controller = false;
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}
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success_controller = SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
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}
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else
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{
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if (!controller_bindings_[controller_index][input_index].active)
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if (!controller_bindings_.at(controller_index).at(input_index).active)
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{
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if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0)
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if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0)
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{
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controller_bindings_[controller_index][input_index].active = true;
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controller_bindings_.at(controller_index).at(input_index).active = true;
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success_controller = true;
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}
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else
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@@ -151,15 +135,11 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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}
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else
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{
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if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) == 0)
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if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0)
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{
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controller_bindings_[controller_index][input_index].active = false;
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success_controller = false;
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}
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else
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{
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success_controller = false;
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controller_bindings_.at(controller_index).at(input_index).active = false;
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}
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success_controller = false;
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}
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}
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}
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@@ -171,11 +151,6 @@ bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, in
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(InputDeviceToUse device, int controller_index)
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{
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if (device == InputDeviceToUse::ANY)
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{
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controller_index = 0;
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}
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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
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{
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const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
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@@ -411,10 +386,4 @@ bool Input::checkAxisInput(InputType input, int controller_index) const
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default:
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return false;
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}
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}
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// Establece el indice de mando que usará el teclado
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void Input::setKeyboardIndex(int index)
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{
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keyboard_index_ = index;
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}
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