style: renomenat InputType a InputActions
This commit is contained in:
@@ -17,7 +17,7 @@
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#include "fade.h" // Para Fade, FadeType, FadeMode
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#include "global_events.h" // Para check
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#include "global_inputs.h" // Para check, update
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#include "input.h" // Para InputType, Input, INPUT_DO_NOT_ALL...
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#include "input.h" // Para InputAction, Input, INPUT_DO_NOT_ALL...
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#include "item.h" // Para Item, ItemType
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#include "jail_audio.h" // Para JA_PlaySound, JA_GetMusicState
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#include "lang.h" // Para getText
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@@ -1365,8 +1365,8 @@ void Game::checkPauseInput()
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// Comprueba los mandos
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for (int i = 0; i < input_->getNumControllers(); ++i)
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{
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if (input_->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
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input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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if (input_->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
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input_->checkInput(InputAction::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
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{
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pause(!paused_);
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return;
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@@ -1374,7 +1374,7 @@ void Game::checkPauseInput()
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}
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// Comprueba el teclado
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if (input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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if (input_->checkInput(InputAction::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
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{
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pause(!paused_);
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return;
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@@ -1410,15 +1410,15 @@ void Game::handleDemoPlayerInput(const std::shared_ptr<Player> &player, int inde
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if (demoData.left == 1)
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{
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player->setInput(InputType::LEFT);
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player->setInput(InputAction::LEFT);
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}
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else if (demoData.right == 1)
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{
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player->setInput(InputType::RIGHT);
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player->setInput(InputAction::RIGHT);
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}
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else if (demoData.no_input == 1)
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{
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player->setInput(InputType::NONE);
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player->setInput(InputAction::NONE);
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}
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if (demoData.fire == 1)
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@@ -1440,8 +1440,8 @@ void Game::handleFireInput(const std::shared_ptr<Player> &player, BulletType bul
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{
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if (player->canFire())
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{
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player->setInput(bulletType == BulletType::UP ? InputType::FIRE_CENTER : bulletType == BulletType::LEFT ? InputType::FIRE_LEFT
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: InputType::FIRE_RIGHT);
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player->setInput(bulletType == BulletType::UP ? InputAction::FIRE_CENTER : bulletType == BulletType::LEFT ? InputAction::FIRE_LEFT
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: InputAction::FIRE_RIGHT);
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createBullet(player->getPosX() + (player->getWidth() / 2) - 6, player->getPosY() + (player->getHeight() / 2), bulletType, player->isPowerUp(), player->getId());
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JA_PlaySound(Resource::get()->getSound("bullet.wav"));
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@@ -1481,23 +1481,23 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
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const auto &controller = options.controllers.at(player->getController());
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const bool autofire = player->isPowerUp() || options.game.autofire;
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if (input_->checkInput(InputType::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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if (input_->checkInput(InputAction::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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{
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player->setInput(InputType::LEFT);
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player->setInput(InputAction::LEFT);
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#ifdef RECORDING
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demo_.keys.left = 1;
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#endif
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}
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else if (input_->checkInput(InputType::RIGHT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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else if (input_->checkInput(InputAction::RIGHT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
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{
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player->setInput(InputType::RIGHT);
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player->setInput(InputAction::RIGHT);
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#ifdef RECORDING
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demo_.keys.right = 1;
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#endif
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}
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else
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{
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player->setInput(InputType::NONE);
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player->setInput(InputAction::NONE);
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#ifdef RECORDING
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demo_.keys.no_input = 1;
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#endif
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@@ -1509,21 +1509,21 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
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// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
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void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controllerIndex)
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{
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if (input_->checkInput(InputType::FIRE_CENTER, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_CENTER, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::UP);
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#ifdef RECORDING
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demo_.keys.fire = 1;
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#endif
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}
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else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::FIRE_LEFT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::LEFT);
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#ifdef RECORDING
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demo_.keys.fire_left = 1;
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#endif
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}
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else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::FIRE_RIGHT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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handleFireInput(player, BulletType::RIGHT);
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#ifdef RECORDING
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@@ -1536,16 +1536,16 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
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void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
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{
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const auto controllerIndex = player->getController();
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if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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player->setPlayingState(PlayerState::PLAYING);
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player->addCredit();
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}
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// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
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if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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if (player->getContinueCounter() < 7)
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{
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@@ -1558,9 +1558,9 @@ void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
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void Game::handleNameInput(const std::shared_ptr<Player> &player)
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{
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const auto controllerIndex = player->getController();
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if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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if (input_->checkInput(InputAction::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
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input_->checkInput(InputAction::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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if (player->isShowingName())
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{
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@@ -1568,30 +1568,30 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
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}
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else if (player->getEnterNamePositionOverflow())
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{
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player->setInput(InputType::START);
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player->setInput(InputAction::START);
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addScoreToScoreBoard(player);
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player->setPlayingState(PlayerState::SHOWING_NAME);
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}
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else
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{
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player->setInput(InputType::RIGHT);
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player->setInput(InputAction::RIGHT);
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}
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}
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else if (input_->checkInput(InputType::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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player->setInput(InputType::UP);
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player->setInput(InputAction::UP);
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}
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else if (input_->checkInput(InputType::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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player->setInput(InputType::DOWN);
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player->setInput(InputAction::DOWN);
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}
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else if (input_->checkInput(InputType::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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player->setInput(InputType::LEFT);
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player->setInput(InputAction::LEFT);
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}
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else if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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else if (input_->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
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{
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player->setInput(InputType::START);
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player->setInput(InputAction::START);
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addScoreToScoreBoard(player);
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player->setPlayingState(PlayerState::SHOWING_NAME);
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}
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