clang-format
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@@ -16,53 +16,53 @@
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#include "ui/service_menu.hpp" // Para ServiceMenu
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namespace GlobalEvents {
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// Comprueba los eventos de Input y muestra notificaciones
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void handleInputEvents(const SDL_Event& event) {
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static auto* input_ = Input::get();
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auto message = input_->handleEvent(event);
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// Comprueba los eventos de Input y muestra notificaciones
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void handleInputEvents(const SDL_Event& event) {
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static auto* input_ = Input::get();
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auto message = input_->handleEvent(event);
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if (message.empty()) {
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return;
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}
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// Reemplazo de palabras clave por texto localizado
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size_t pos;
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while ((pos = message.find(" CONNECTED")) != std::string::npos) {
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message.replace(pos, std::string(" CONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] CONNECTED"));
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}
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while ((pos = message.find(" DISCONNECTED")) != std::string::npos) {
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message.replace(pos, std::string(" DISCONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] DISCONNECTED"));
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}
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Options::gamepad_manager.assignAndLinkGamepads();
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Options::gamepad_manager.resyncGamepadsWithPlayers();
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Notifier::get()->show({message});
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ServiceMenu::get()->refresh();
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}
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// Comprueba los eventos que se pueden producir en cualquier sección del juego
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void handle(const SDL_Event& event) {
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switch (event.type) {
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case SDL_EVENT_QUIT: // Evento de salida de la aplicación
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Section::name = Section::Name::QUIT;
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Section::options = Section::Options::NONE;
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if (message.empty()) {
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return;
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}
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case SDL_EVENT_RENDER_DEVICE_RESET:
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case SDL_EVENT_RENDER_TARGETS_RESET:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL_RENDER_TARGETS_RESET");
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break;
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// Reemplazo de palabras clave por texto localizado
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size_t pos;
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while ((pos = message.find(" CONNECTED")) != std::string::npos) {
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message.replace(pos, std::string(" CONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] CONNECTED"));
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}
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while ((pos = message.find(" DISCONNECTED")) != std::string::npos) {
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message.replace(pos, std::string(" DISCONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] DISCONNECTED"));
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}
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case SDL_EVENT_WINDOW_RESIZED:
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Screen::get()->initShaders();
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break;
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default:
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break;
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Options::gamepad_manager.assignAndLinkGamepads();
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Options::gamepad_manager.resyncGamepadsWithPlayers();
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Notifier::get()->show({message});
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ServiceMenu::get()->refresh();
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}
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ServiceMenu::get()->handleEvent(event);
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Mouse::handleEvent(event);
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handleInputEvents(event);
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}
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// Comprueba los eventos que se pueden producir en cualquier sección del juego
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void handle(const SDL_Event& event) {
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switch (event.type) {
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case SDL_EVENT_QUIT: // Evento de salida de la aplicación
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Section::name = Section::Name::QUIT;
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Section::options = Section::Options::NONE;
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return;
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case SDL_EVENT_RENDER_DEVICE_RESET:
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case SDL_EVENT_RENDER_TARGETS_RESET:
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL_RENDER_TARGETS_RESET");
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break;
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case SDL_EVENT_WINDOW_RESIZED:
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Screen::get()->initShaders();
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break;
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default:
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break;
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}
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ServiceMenu::get()->handleEvent(event);
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Mouse::handleEvent(event);
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handleInputEvents(event);
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}
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} // namespace GlobalEvents
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