style: renomenat InputType a InputActions

This commit is contained in:
2025-03-16 18:57:08 +01:00
parent 1b38a5a581
commit 43a1f1a8f6
13 changed files with 199 additions and 199 deletions

View File

@@ -1,5 +1,5 @@
#include "define_buttons.h"
#include "input.h" // Para Input, InputType
#include "input.h" // Para Input, InputAction
#include "lang.h" // Para getText
#include "options.h" // Para OptionsController, Options, options
#include "param.h" // Para Param, param, ParamGame, ParamTitle
@@ -135,9 +135,9 @@ bool DefineButtons::checkButtonNotInUse(SDL_GameControllerButton button)
void DefineButtons::clearButtons()
{
buttons_.clear();
buttons_.emplace_back(lang::getText(95), InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputType::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputType::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(95), InputAction::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputAction::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputAction::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputAction::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputAction::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
}

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@@ -8,16 +8,16 @@
#include <vector> // Para vector
class Input; // lines 8-8
class Text; // lines 9-9
enum class InputType : int; // lines 10-10
enum class InputAction : int; // lines 10-10
struct DefineButtonsButton
{
std::string label; // Texto en pantalla para el botón
InputType input; // Input asociado
InputAction input; // Input asociado
SDL_GameControllerButton button; // Botón del mando correspondiente
// Constructor
DefineButtonsButton(const std::string &lbl, InputType inp, SDL_GameControllerButton btn)
DefineButtonsButton(const std::string &lbl, InputAction inp, SDL_GameControllerButton btn)
: label(lbl), input(inp), button(btn) {}
};

View File

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

View File

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

View File

@@ -4,7 +4,7 @@
#include <string> // Para operator+, string, to_string, basic_string
#include <vector> // Para vector
#include "asset.h" // Para Asset
#include "input.h" // Para Input, InputDeviceToUse, InputType, INP...
#include "input.h" // Para Input, InputDeviceToUse, InputAction, INP...
#include "jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundVolume
#include "lang.h" // Para getText, Code, getNextLangCode, loadFro...
#include "notifier.h" // Para Notifier
@@ -178,7 +178,7 @@ namespace globalInputs
// Teclado
{
// Comprueba el teclado para cambiar entre pantalla completa y ventana
if (Input::get()->checkInput(InputType::WINDOW_FULLSCREEN, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::WINDOW_FULLSCREEN, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->toggleVideoMode();
const std::string mode = options.video.mode == ScreenVideoMode::WINDOW ? lang::getText(132) : lang::getText(133);
@@ -187,7 +187,7 @@ namespace globalInputs
}
// Comprueba el teclado para decrementar el tamaño de la ventana
if (Input::get()->checkInput(InputType::WINDOW_DEC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::WINDOW_DEC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
if (Screen::get()->decWindowZoom())
{
@@ -197,7 +197,7 @@ namespace globalInputs
}
// Comprueba el teclado para incrementar el tamaño de la ventana
if (Input::get()->checkInput(InputType::WINDOW_INC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::WINDOW_INC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
if (Screen::get()->incWindowZoom())
{
@@ -207,7 +207,7 @@ namespace globalInputs
}
// Salir
if (Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
quit(section::Options::QUIT_WITH_KEYBOARD);
return;
@@ -221,41 +221,41 @@ namespace globalInputs
}
// Reset
if (Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
reset();
return;
}
// Audio
if (Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
toggleAudio();
return;
}
// Autofire
if (Input::get()->checkInput(InputType::AUTO_FIRE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::AUTO_FIRE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
toggleFireMode();
return;
}
// Idioma
if (Input::get()->checkInput(InputType::CHANGE_LANG, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::CHANGE_LANG, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
changeLang();
return;
}
// Shaders
if (Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
toggleShaders();
return;
}
if (Input::get()->checkInput(InputType::VIDEO_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::VIDEO_INTEGER_SCALE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
toggleintegerScale();
return;
@@ -263,14 +263,14 @@ namespace globalInputs
#ifdef DEBUG
// Comprueba el teclado para mostrar la información de debug
if (Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::SHOW_INFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->toggleDebugInfo();
return;
}
#endif
// OnScreenHelp
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
service_pressed = true;
return;
@@ -282,47 +282,47 @@ namespace globalInputs
for (int i = 0; i < Input::get()->getNumControllers(); ++i)
{
// Salir
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputAction::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
quit(section::Options::QUIT_WITH_CONTROLLER);
return;
}
// Reset
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputAction::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
reset();
return;
}
// Audio
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputAction::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
toggleAudio();
return;
}
// Shaders
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputAction::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
toggleShaders();
return;
}
#ifdef DEBUG
// Debug Info
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputAction::SHOW_INFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
Screen::get()->toggleDebugInfo();
return;
}
#endif
// OnScreenHelp
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
service_pressed = true;
return;

View File

@@ -38,21 +38,21 @@ Input::Input(const std::string &game_controller_db_path)
discoverGameControllers();
// Inicializa los vectores
key_bindings_.resize(static_cast<int>(InputType::NUMBER_OF_INPUTS), KeyBindings());
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputType::NUMBER_OF_INPUTS), ControllerBindings()));
key_bindings_.resize(static_cast<int>(InputAction::SIZE), KeyBindings());
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputAction::SIZE), ControllerBindings()));
// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
button_inputs_ = {InputType::FIRE_LEFT, InputType::FIRE_CENTER, InputType::FIRE_RIGHT, InputType::START};
button_inputs_ = {InputAction::FIRE_LEFT, InputAction::FIRE_CENTER, InputAction::FIRE_RIGHT, InputAction::START};
}
// Asigna inputs a teclas
void Input::bindKey(InputType input, SDL_Scancode code)
void Input::bindKey(InputAction input, SDL_Scancode code)
{
key_bindings_.at(static_cast<int>(input)).scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(int controller_index, InputType input, SDL_GameControllerButton button)
void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button)
{
if (controller_index < num_gamepads_)
{
@@ -61,7 +61,7 @@ void Input::bindGameControllerButton(int controller_index, InputType input, SDL_
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(int controller_index, InputType input_target, InputType input_source)
void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source)
{
if (controller_index < num_gamepads_)
{
@@ -70,7 +70,7 @@ void Input::bindGameControllerButton(int controller_index, InputType input_targe
}
// Comprueba si un input esta activo
bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, int controller_index)
bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index)
{
bool success_keyboard = false;
bool success_controller = false;
@@ -190,7 +190,7 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index)
int Input::checkAnyButtonPressed(bool repeat)
{
// Si está pulsado el botón de servicio, ningún botón se puede considerar pulsado
if (checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::ANY))
if (checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::ANY))
{
return 0;
}
@@ -335,7 +335,7 @@ void Input::printBindings(InputDeviceToUse device, int controller_index) const
}
// Obtiene el SDL_GameControllerButton asignado a un input
SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputType input) const
SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputAction input) const
{
return controller_bindings_[controller_index][static_cast<int>(input)].button;
}
@@ -347,42 +347,42 @@ int Input::getIndexByName(const std::string &name) const
return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
}
// Convierte un InputType a std::string
std::string Input::to_string(InputType input) const
// Convierte un InputAction a std::string
std::string Input::to_string(InputAction input) const
{
switch (input)
{
case InputType::FIRE_LEFT:
case InputAction::FIRE_LEFT:
return "input_fire_left";
case InputType::FIRE_CENTER:
case InputAction::FIRE_CENTER:
return "input_fire_center";
case InputType::FIRE_RIGHT:
case InputAction::FIRE_RIGHT:
return "input_fire_right";
case InputType::START:
case InputAction::START:
return "input_start";
case InputType::SERVICE:
case InputAction::SERVICE:
return "input_service";
default:
return "";
}
}
// Convierte un std::string a InputType
InputType Input::to_inputs_e(const std::string &name) const
// Convierte un std::string a InputAction
InputAction Input::to_inputs_e(const std::string &name) const
{
static const std::unordered_map<std::string, InputType> inputMap = {
{"input_fire_left", InputType::FIRE_LEFT},
{"input_fire_center", InputType::FIRE_CENTER},
{"input_fire_right", InputType::FIRE_RIGHT},
{"input_start", InputType::START},
{"input_service", InputType::SERVICE}};
static const std::unordered_map<std::string, InputAction> inputMap = {
{"input_fire_left", InputAction::FIRE_LEFT},
{"input_fire_center", InputAction::FIRE_CENTER},
{"input_fire_right", InputAction::FIRE_RIGHT},
{"input_start", InputAction::START},
{"input_service", InputAction::SERVICE}};
auto it = inputMap.find(name);
return it != inputMap.end() ? it->second : InputType::NONE;
return it != inputMap.end() ? it->second : InputAction::NONE;
}
// Comprueba el eje del mando
bool Input::checkAxisInput(InputType input, int controller_index, bool repeat)
bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
{
// Umbral para considerar el eje como activo
const Sint16 threshold = 30000;
@@ -390,16 +390,16 @@ bool Input::checkAxisInput(InputType input, int controller_index, bool repeat)
switch (input)
{
case InputType::LEFT:
case InputAction::LEFT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
break;
case InputType::RIGHT:
case InputAction::RIGHT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
break;
case InputType::UP:
case InputAction::UP:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
break;
case InputType::DOWN:
case InputAction::DOWN:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
break;
default:

View File

@@ -16,7 +16,7 @@ device contiene el tipo de dispositivo a comprobar:
InputDeviceToUse::ANY mirará tanto el teclado como el PRIMER controlador
*/
enum class InputType : int
enum class InputAction : int
{
// Inputs de movimiento
UP,
@@ -42,14 +42,14 @@ enum class InputType : int
RESET,
MUTE,
CHANGE_LANG,
SHOWINFO,
SHOW_INFO,
CONFIG,
SWAP_CONTROLLERS,
AUTO_FIRE,
// Input obligatorio
NONE,
NUMBER_OF_INPUTS,
SIZE,
};
constexpr bool INPUT_ALLOW_REPEAT = true;
@@ -95,13 +95,13 @@ private:
std::vector<KeyBindings> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
std::vector<std::vector<ControllerBindings>> controller_bindings_; // Vector con los botones asociadas a los inputs predefinidos para cada mando
std::vector<std::string> controller_names_; // Vector con los nombres de los mandos
std::vector<InputType> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
std::vector<InputAction> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
int num_joysticks_ = 0; // Número de joysticks conectados
int num_gamepads_ = 0; // Número de mandos conectados
std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
// Comprueba el eje del mando
bool checkAxisInput(InputType input, int controller_index, bool repeat);
bool checkAxisInput(InputAction input, int controller_index, bool repeat);
// Constructor
explicit Input(const std::string &game_controller_db_path);
@@ -120,14 +120,14 @@ public:
static Input *get();
// Asigna inputs a teclas
void bindKey(InputType input, SDL_Scancode code);
void bindKey(InputAction input, SDL_Scancode code);
// Asigna inputs a botones del mando
void bindGameControllerButton(int controller_index, InputType input, SDL_GameControllerButton button);
void bindGameControllerButton(int controller_index, InputType inputTarget, InputType inputSource);
void bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button);
void bindGameControllerButton(int controller_index, InputAction inputTarget, InputAction inputSource);
// Comprueba si un input esta activo
bool checkInput(InputType input, bool repeat = true, InputDeviceToUse device = InputDeviceToUse::ANY, int controller_index = 0);
bool checkInput(InputAction input, bool repeat = true, InputDeviceToUse device = InputDeviceToUse::ANY, int controller_index = 0);
// Comprueba si hay almenos un input activo
bool checkAnyInput(InputDeviceToUse device = InputDeviceToUse::ANY, int controller_index = 0);
@@ -154,13 +154,13 @@ public:
void printBindings(InputDeviceToUse device = InputDeviceToUse::KEYBOARD, int controller_index = 0) const;
// Obtiene el SDL_GameControllerButton asignado a un input
SDL_GameControllerButton getControllerBinding(int controller_index, InputType input) const;
SDL_GameControllerButton getControllerBinding(int controller_index, InputAction input) const;
// Convierte un InputType a std::string
std::string to_string(InputType input) const;
// Convierte un InputAction a std::string
std::string to_string(InputAction input) const;
// Convierte un std::string a InputType
InputType to_inputs_e(const std::string &name) const;
// Convierte un std::string a InputAction
InputAction to_inputs_e(const std::string &name) const;
// Obtiene el indice a partir del nombre del mando
int getIndexByName(const std::string &name) const;

View File

@@ -4,7 +4,7 @@
#include <SDL2/SDL_stdinc.h> // Para Uint32
#include <string> // Para string
#include <vector> // Para vector
#include "input.h" // Para InputType, InputDeviceToUse
#include "input.h" // Para InputAction, InputDeviceToUse
#include "manage_hiscore_table.h" // Para HiScoreEntry
enum class ScreenFilter : int; // lines 8-8
enum class ScreenVideoMode : Uint32; // lines 9-9
@@ -87,13 +87,13 @@ struct OptionsController
InputDeviceToUse type; // Indica si se utilizará teclado o mando o ambos
std::string name; // Nombre del dispositivo
bool plugged; // Indica si el mando se encuentra conectado
std::vector<InputType> inputs; // Listado de inputs
std::vector<InputAction> inputs; // Listado de inputs
std::vector<SDL_GameControllerButton> buttons; // Listado de botones asignados a cada input
// Constructor por defecto
OptionsController()
: index(-1), player_id(-1), type(InputDeviceToUse::CONTROLLER), name(""), plugged(false),
inputs{InputType::FIRE_LEFT, InputType::FIRE_CENTER, InputType::FIRE_RIGHT, InputType::START, InputType::SERVICE},
inputs{InputAction::FIRE_LEFT, InputAction::FIRE_CENTER, InputAction::FIRE_RIGHT, InputAction::START, InputAction::SERVICE},
buttons{SDL_CONTROLLER_BUTTON_X, SDL_CONTROLLER_BUTTON_Y, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_START, SDL_CONTROLLER_BUTTON_BACK} {}
};

View File

@@ -4,7 +4,7 @@
#include <stdlib.h> // Para rand
#include <algorithm> // Para clamp, max, min
#include "animated_sprite.h" // Para AnimatedSprite
#include "input.h" // Para InputType
#include "input.h" // Para InputAction
#include "param.h" // Para Param, ParamGame, param
#include "scoreboard.h" // Para Scoreboard, ScoreboardMode
#include "texture.h" // Para Texture
@@ -70,7 +70,7 @@ void Player::init()
}
// Actua en consecuencia de la entrada recibida
void Player::setInput(InputType input)
void Player::setInput(InputAction input)
{
switch (playing_state_)
{
@@ -91,33 +91,33 @@ void Player::setInput(InputType input)
}
// Procesa inputs para cuando está jugando
void Player::setInputPlaying(InputType input)
void Player::setInputPlaying(InputAction input)
{
switch (input)
{
case InputType::LEFT:
case InputAction::LEFT:
{
vel_x_ = -BASE_SPEED_;
setWalkingState(PlayerState::WALKING_LEFT);
break;
}
case InputType::RIGHT:
case InputAction::RIGHT:
{
vel_x_ = BASE_SPEED_;
setWalkingState(PlayerState::WALKING_RIGHT);
break;
}
case InputType::FIRE_CENTER:
case InputAction::FIRE_CENTER:
{
setFiringState(PlayerState::FIRING_UP);
break;
}
case InputType::FIRE_LEFT:
case InputAction::FIRE_LEFT:
{
setFiringState(PlayerState::FIRING_LEFT);
break;
}
case InputType::FIRE_RIGHT:
case InputAction::FIRE_RIGHT:
{
setFiringState(PlayerState::FIRING_RIGHT);
break;
@@ -132,23 +132,23 @@ void Player::setInputPlaying(InputType input)
}
// Procesa inputs para cuando está introduciendo el nombre
void Player::setInputEnteringName(InputType input)
void Player::setInputEnteringName(InputAction input)
{
switch (input)
{
case InputType::LEFT:
case InputAction::LEFT:
enter_name_->decPosition();
break;
case InputType::RIGHT:
case InputAction::RIGHT:
enter_name_->incPosition();
break;
case InputType::UP:
case InputAction::UP:
enter_name_->incIndex();
break;
case InputType::DOWN:
case InputAction::DOWN:
enter_name_->decIndex();
break;
case InputType::START:
case InputAction::START:
last_enter_name_ = getRecordName();
if (last_enter_name_.empty())
{
@@ -227,10 +227,10 @@ void Player::move()
switch (id_)
{
case 1:
setInputPlaying(InputType::LEFT);
setInputPlaying(InputAction::LEFT);
break;
case 2:
setInputPlaying(InputType::RIGHT);
setInputPlaying(InputAction::RIGHT);
break;
default:
break;
@@ -258,7 +258,7 @@ void Player::move()
switch (id_)
{
case 1:
setInputPlaying(InputType::RIGHT);
setInputPlaying(InputAction::RIGHT);
pos_x_ += vel_x_;
if (pos_x_ > default_pos_x_)
{
@@ -268,7 +268,7 @@ void Player::move()
}
break;
case 2:
setInputPlaying(InputType::LEFT);
setInputPlaying(InputAction::LEFT);
pos_x_ += vel_x_;
if (pos_x_ < default_pos_x_)
{
@@ -288,7 +288,7 @@ void Player::move()
pos_x_ += vel_x_ / 2.0f;
if (vel_x_ > 0)
{
// setInputPlaying(InputType::RIGHT);
// setInputPlaying(InputAction::RIGHT);
if (pos_x_ > param.game.game_area.rect.w - WIDTH_)
{
pos_x_ = param.game.game_area.rect.w - WIDTH_;
@@ -297,7 +297,7 @@ void Player::move()
}
else
{
// setInputPlaying(InputType::LEFT);
// setInputPlaying(InputAction::LEFT);
if (pos_x_ < param.game.game_area.rect.x)
{
pos_x_ = param.game.game_area.rect.x;

View File

@@ -11,7 +11,7 @@
#include "options.h" // Para Options, OptionsGame, options
#include "utils.h" // Para Circle
class Texture; // lines 13-13
enum class InputType : int; // lines 14-14
enum class InputAction : int; // lines 14-14
enum class ScoreboardMode; // lines 15-15
// Estados del jugador
@@ -152,13 +152,13 @@ public:
void setPlayerTextures(const std::vector<std::shared_ptr<Texture>> &texture);
// Actua en consecuencia de la entrada recibida
void setInput(InputType input);
void setInput(InputAction input);
// Procesa inputs para cuando está jugando
void setInputPlaying(InputType input);
void setInputPlaying(InputAction input);
// Procesa inputs para cuando está introduciendo el nombre
void setInputEnteringName(InputType input);
void setInputEnteringName(InputAction input);
// Mueve el jugador a la posición y animación que le corresponde
void move();

View File

@@ -88,10 +88,10 @@ void Screen::renderScreen()
}
// Establece el modo de video
void Screen::setVideoMode(ScreenVideoMode video_mode)
void Screen::setVideoMode(ScreenVideoMode mode)
{
// Actualiza las opciones
options.video.mode = video_mode;
options.video.mode = mode;
// Configura el modo de pantalla
Uint32 flags = SDL_GetWindowFlags(window_);
@@ -316,17 +316,17 @@ void Screen::loadShaders()
{
const std::string GLSL_FILE = param.game.game_area.rect.h == 256 ? "crtpi_256.glsl" : "crtpi_240.glsl";
std::ifstream f(Asset::get()->get(GLSL_FILE).c_str());
shaderSource = std::string((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
shader_source_ = std::string((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
}
// Inicializa los shaders
void Screen::initShaders()
{
if (shaderSource.empty())
if (shader_source_.empty())
{
loadShaders();
}
shader::init(window_, game_canvas_, shaderSource);
shader::init(window_, game_canvas_, shader_source_);
}
// Calcula el tamaño de la ventana

View File

@@ -44,7 +44,7 @@ private:
int fps_counter_ = 0; // Contador de frames por segundo
int fps_ = 0; // Frames calculados en el último segundo
std::string info_resolution_; // Texto con la informacion de la pantalla
std::string shaderSource; // Almacenar el contenido del archivo GLSL
std::string shader_source_; // Almacena el contenido del archivo GLSL
#ifdef DEBUG
bool show_debug_info_ = false; // Indica si ha de mostrar/ocultar la información de la pantalla
@@ -162,7 +162,7 @@ public:
void render();
// Establece el modo de video
void setVideoMode(ScreenVideoMode video_mode = options.video.mode);
void setVideoMode(ScreenVideoMode mode = options.video.mode);
// Cambia entre pantalla completa y ventana
void toggleVideoMode();

View File

@@ -9,7 +9,7 @@
#include "fade.h" // Para Fade, FadeType
#include "game_logo.h" // Para GameLogo
#include "global_inputs.h" // Para check, update
#include "input.h" // Para Input, InputType, INPUT_DO_NOT_ALLOW_R...
#include "input.h" // Para Input, InputAction, INPUT_DO_NOT_ALLOW_R...
#include "jail_audio.h" // Para JA_GetMusicState, JA_FadeOutMusic, JA_...
#include "lang.h" // Para getText
#include "global_events.h" // Para handleEvent
@@ -198,8 +198,8 @@ void Title::checkInput()
for (const auto &controller : options.controllers)
{
// START
if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
!Input::get()->checkInput(InputType::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
if (Input::get()->checkInput(InputAction::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
!Input::get()->checkInput(InputAction::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
if ((state_ == TitleState::LOGO_FINISHED || ALLOW_TITLE_ANIMATION_SKIP) && !fade_->isEnabled())
{
@@ -224,16 +224,16 @@ void Title::checkInput()
}
// SWAP_CONTROLLERS
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputAction::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
swapControllers();
return;
}
// CONFIG
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
if (Input::get()->checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputAction::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
define_buttons_->enable(controller.index);
return;