migrant input: ja mapeja be tots els botons desde el fitxer de configuració
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@@ -143,7 +143,7 @@ auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
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// Obtiene el gamepad a partir de un event.id
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// Obtiene el gamepad a partir de un event.id
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std::shared_ptr<Input::Gamepad> Input::getGamepad(SDL_JoystickID id) const {
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std::shared_ptr<Input::Gamepad> Input::getGamepad(SDL_JoystickID id) const {
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for (const auto& gamepad : gamepads_) {
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for (const auto &gamepad : gamepads_) {
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if (gamepad->instance_id == id) {
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if (gamepad->instance_id == id) {
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return gamepad;
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return gamepad;
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}
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}
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@@ -49,26 +49,26 @@ class Input {
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Keyboard()
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Keyboard()
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: bindings{
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: bindings{
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// Teclado - Movimiento del jugador
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// Movimiento del jugador
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{Action::UP, KeyState(SDL_SCANCODE_UP)},
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{Action::UP, KeyState(SDL_SCANCODE_UP)},
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{Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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// Teclado - Disparo del jugador
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// Disparo del jugador
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{Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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{Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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// Teclado - Interfaz
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// Interfaz
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{Action::START, KeyState(SDL_SCANCODE_RETURN)},
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{Action::START, KeyState(SDL_SCANCODE_RETURN)},
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// Teclado - Menu de servicio
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// Menu de servicio
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{Action::SERVICE, KeyState(SDL_SCANCODE_0)},
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{Action::SERVICE, KeyState(SDL_SCANCODE_0)},
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{Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Control del programa
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// Control del programa
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{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{Action::PAUSE, KeyState(SDL_SCANCODE_P)},
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{Action::PAUSE, KeyState(SDL_SCANCODE_P)},
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{Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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@@ -99,20 +99,24 @@ class Input {
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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bindings{
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bindings{
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// Mando - Movimiento del jugador
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// Movimiento del jugador
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{Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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// Mando - Disparo del jugador
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// Disparo del jugador
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{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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// Mando - Interfaz
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// Interfaz
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{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
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{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)},
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// Menu de servicio
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{Action::SM_SELECT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Action::SM_BACK, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)}} {}
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~Gamepad() {
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~Gamepad() {
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if (pad) {
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if (pad) {
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@@ -149,7 +153,7 @@ class Input {
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auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
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auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
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[[nodiscard]] auto getNumGamepads() const -> int;
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[[nodiscard]] auto getNumGamepads() const -> int;
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std::shared_ptr<Gamepad> getGamepad(SDL_JoystickID id) const;
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std::shared_ptr<Gamepad> getGamepad(SDL_JoystickID id) const;
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const Gamepads& getGamepads() const { return gamepads_; }
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const Gamepads &getGamepads() const { return gamepads_; }
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// --- Métodos de consulta y utilidades ---
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// --- Métodos de consulta y utilidades ---
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[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
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[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
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@@ -92,3 +92,8 @@ const std::unordered_map<std::string, SDL_GamepadButton> stringToButton = {
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{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
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{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT}
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{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT}
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};
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};
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const std::unordered_map<InputAction, InputAction> actionToAction = {
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{InputAction::SM_SELECT, InputAction::FIRE_LEFT},
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{InputAction::SM_BACK, InputAction::FIRE_CENTER},
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};
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@@ -51,3 +51,4 @@ extern const std::unordered_map<InputAction, std::string> actionToString;
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extern const std::unordered_map<std::string, InputAction> stringToAction;
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extern const std::unordered_map<std::string, InputAction> stringToAction;
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extern const std::unordered_map<SDL_GamepadButton, std::string> buttonToString;
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extern const std::unordered_map<SDL_GamepadButton, std::string> buttonToString;
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extern const std::unordered_map<std::string, SDL_GamepadButton> stringToButton;
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extern const std::unordered_map<std::string, SDL_GamepadButton> stringToButton;
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extern const std::unordered_map<InputAction, InputAction> actionToAction;
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