migrant input: ja mapeja be tots els botons desde el fitxer de configuració
This commit is contained in:
@@ -143,7 +143,7 @@ auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
|
||||
|
||||
// Obtiene el gamepad a partir de un event.id
|
||||
std::shared_ptr<Input::Gamepad> Input::getGamepad(SDL_JoystickID id) const {
|
||||
for (const auto& gamepad : gamepads_) {
|
||||
for (const auto &gamepad : gamepads_) {
|
||||
if (gamepad->instance_id == id) {
|
||||
return gamepad;
|
||||
}
|
||||
|
||||
@@ -49,26 +49,26 @@ class Input {
|
||||
|
||||
Keyboard()
|
||||
: bindings{
|
||||
// Teclado - Movimiento del jugador
|
||||
// Movimiento del jugador
|
||||
{Action::UP, KeyState(SDL_SCANCODE_UP)},
|
||||
{Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
|
||||
{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
|
||||
{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
|
||||
|
||||
// Teclado - Disparo del jugador
|
||||
// Disparo del jugador
|
||||
{Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
|
||||
{Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
|
||||
{Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
|
||||
|
||||
// Teclado - Interfaz
|
||||
// Interfaz
|
||||
{Action::START, KeyState(SDL_SCANCODE_RETURN)},
|
||||
|
||||
// Teclado - Menu de servicio
|
||||
// Menu de servicio
|
||||
{Action::SERVICE, KeyState(SDL_SCANCODE_0)},
|
||||
{Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
|
||||
{Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
|
||||
|
||||
// Teclado - Control del programa
|
||||
// Control del programa
|
||||
{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
|
||||
{Action::PAUSE, KeyState(SDL_SCANCODE_P)},
|
||||
{Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
|
||||
@@ -99,20 +99,24 @@ class Input {
|
||||
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
|
||||
name(std::string(SDL_GetGamepadName(gamepad))),
|
||||
bindings{
|
||||
// Mando - Movimiento del jugador
|
||||
// Movimiento del jugador
|
||||
{Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
|
||||
{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
|
||||
{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
|
||||
{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
|
||||
|
||||
// Mando - Disparo del jugador
|
||||
// Disparo del jugador
|
||||
{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
|
||||
{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
|
||||
{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
|
||||
|
||||
// Mando - Interfaz
|
||||
// Interfaz
|
||||
{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
|
||||
{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
|
||||
{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)},
|
||||
|
||||
// Menu de servicio
|
||||
{Action::SM_SELECT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
|
||||
{Action::SM_BACK, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)}} {}
|
||||
|
||||
~Gamepad() {
|
||||
if (pad) {
|
||||
@@ -149,7 +153,7 @@ class Input {
|
||||
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
|
||||
[[nodiscard]] auto getNumGamepads() const -> int;
|
||||
std::shared_ptr<Gamepad> getGamepad(SDL_JoystickID id) const;
|
||||
const Gamepads& getGamepads() const { return gamepads_; }
|
||||
const Gamepads &getGamepads() const { return gamepads_; }
|
||||
|
||||
// --- Métodos de consulta y utilidades ---
|
||||
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
|
||||
|
||||
@@ -91,4 +91,9 @@ const std::unordered_map<std::string, SDL_GamepadButton> stringToButton = {
|
||||
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
|
||||
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
|
||||
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT}
|
||||
};
|
||||
|
||||
const std::unordered_map<InputAction, InputAction> actionToAction = {
|
||||
{InputAction::SM_SELECT, InputAction::FIRE_LEFT},
|
||||
{InputAction::SM_BACK, InputAction::FIRE_CENTER},
|
||||
};
|
||||
@@ -50,4 +50,5 @@ enum class InputAction : int {
|
||||
extern const std::unordered_map<InputAction, std::string> actionToString;
|
||||
extern const std::unordered_map<std::string, InputAction> stringToAction;
|
||||
extern const std::unordered_map<SDL_GamepadButton, std::string> buttonToString;
|
||||
extern const std::unordered_map<std::string, SDL_GamepadButton> stringToButton;
|
||||
extern const std::unordered_map<std::string, SDL_GamepadButton> stringToButton;
|
||||
extern const std::unordered_map<InputAction, InputAction> actionToAction;
|
||||
Reference in New Issue
Block a user