style: renomenat InputType a InputActions
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@@ -27,7 +27,7 @@
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#include "dbgtxt.h" // Para dbg_init
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#include "game.h" // Para Game, GAME_MODE_DEMO_OFF, GAME_...
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#include "hiscore_table.h" // Para HiScoreTable
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#include "input.h" // Para Input, InputType
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#include "input.h" // Para Input, InputAction
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#include "instructions.h" // Para Instructions
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#include "intro.h" // Para Intro
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#include "jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV...
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@@ -167,58 +167,58 @@ void Director::loadScoreFile()
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void Director::bindInputs()
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{
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// Teclado - Movimiento del jugador
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Input::get()->bindKey(InputType::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputType::DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(InputType::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(InputType::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(InputType::FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputType::FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(InputType::FIRE_RIGHT, SDL_SCANCODE_E);
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Input::get()->bindKey(InputAction::FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::FIRE_RIGHT, SDL_SCANCODE_E);
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Input::get()->bindKey(InputType::START, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(InputAction::START, SDL_SCANCODE_RETURN);
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// Teclado - Control del programa
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Input::get()->bindKey(InputType::SERVICE, SDL_SCANCODE_0);
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Input::get()->bindKey(InputType::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputType::PAUSE, SDL_SCANCODE_P);
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Input::get()->bindKey(InputAction::SERVICE, SDL_SCANCODE_0);
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Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_P);
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Input::get()->bindKey(InputType::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputType::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputType::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputType::VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputType::VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputType::MUTE, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputType::AUTO_FIRE, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputType::CHANGE_LANG, SDL_SCANCODE_F8);
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Input::get()->bindKey(InputType::RESET, SDL_SCANCODE_F10);
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Input::get()->bindKey(InputType::SHOWINFO, SDL_SCANCODE_F12);
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Input::get()->bindKey(InputAction::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputAction::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputAction::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputAction::VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::MUTE, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputAction::AUTO_FIRE, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputAction::CHANGE_LANG, SDL_SCANCODE_F8);
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Input::get()->bindKey(InputAction::RESET, SDL_SCANCODE_F10);
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Input::get()->bindKey(InputAction::SHOW_INFO, SDL_SCANCODE_F12);
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// Asigna botones a inputs
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const int num_gamepads = Input::get()->getNumControllers();
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for (int i = 0; i < num_gamepads; ++i)
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const int NUM_GAMEPADS = Input::get()->getNumControllers();
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for (int i = 0; i < NUM_GAMEPADS; ++i)
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{
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// Mando - Movimiento del jugador
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Input::get()->bindGameControllerButton(i, InputType::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, InputType::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, InputType::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputType::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, InputAction::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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Input::get()->bindGameControllerButton(i, InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(i, InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
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Input::get()->bindGameControllerButton(i, InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
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Input::get()->bindGameControllerButton(i, InputAction::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
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Input::get()->bindGameControllerButton(i, InputType::START, SDL_CONTROLLER_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::START, SDL_CONTROLLER_BUTTON_START);
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// Mando - Control del programa
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Input::get()->bindGameControllerButton(i, InputType::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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const size_t max_controllers = std::min(2, num_gamepads);
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const size_t max_controllers = std::min(2, NUM_GAMEPADS);
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for (size_t i = 0; i < max_controllers; ++i)
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{
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for (auto &controller : options.controllers)
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@@ -234,16 +234,16 @@ void Director::bindInputs()
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}
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// Asigna botones a inputs desde otros inputs
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for (int i = 0; i < num_gamepads; ++i)
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for (int i = 0; i < NUM_GAMEPADS; ++i)
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{
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Input::get()->bindGameControllerButton(i, InputType::EXIT, InputType::START);
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Input::get()->bindGameControllerButton(i, InputType::RESET, InputType::FIRE_CENTER);
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Input::get()->bindGameControllerButton(i, InputType::PAUSE, InputType::FIRE_RIGHT);
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Input::get()->bindGameControllerButton(i, InputType::VIDEO_SHADERS, InputType::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, InputType::MUTE, InputType::LEFT);
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Input::get()->bindGameControllerButton(i, InputType::SHOWINFO, InputType::RIGHT);
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Input::get()->bindGameControllerButton(i, InputType::CONFIG, InputType::DOWN);
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Input::get()->bindGameControllerButton(i, InputType::SWAP_CONTROLLERS, InputType::UP);
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Input::get()->bindGameControllerButton(i, InputAction::EXIT, InputAction::START);
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Input::get()->bindGameControllerButton(i, InputAction::RESET, InputAction::FIRE_CENTER);
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Input::get()->bindGameControllerButton(i, InputAction::PAUSE, InputAction::FIRE_RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::VIDEO_SHADERS, InputAction::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::MUTE, InputAction::LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::SHOW_INFO, InputAction::RIGHT);
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Input::get()->bindGameControllerButton(i, InputAction::CONFIG, InputAction::DOWN);
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Input::get()->bindGameControllerButton(i, InputAction::SWAP_CONTROLLERS, InputAction::UP);
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}
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// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
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