migrant input: corregit GamepadManager.swapPlayers()
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@@ -1218,9 +1218,12 @@ auto Game::getPlayer(Player::Id id) -> std::shared_ptr<Player> {
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// Obtiene un controlador a partir del "id" del jugador
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auto Game::getController(Player::Id player_id) -> int {
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switch (player_id) {
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case Player::Id::PLAYER1: return 0;
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case Player::Id::PLAYER2: return 1;
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default: return -1;
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case Player::Id::PLAYER1:
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return 0;
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case Player::Id::PLAYER2:
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return 1;
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default:
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return -1;
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}
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}
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@@ -1597,7 +1600,7 @@ void Game::initPlayers(Player::Id player_id) {
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auto player1 = std::make_unique<Player>(config_player1);
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player1->setScoreBoardPanel(Scoreboard::Id::LEFT);
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player1->setName(Lang::getText("[SCOREBOARD] 1"));
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player1->setGamepad(Options::gamepads.getGamepad(Player::Id::PLAYER1).instance);
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player1->setGamepad(Options::gamepad_manager.getGamepad(Player::Id::PLAYER1).instance);
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player1->setUsesKeyboard(Player::Id::PLAYER1 == Options::keyboard.player_id);
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player1->setPlayingState(Player::State::WAITING);
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players_.push_back(std::move(player1));
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@@ -1617,7 +1620,7 @@ void Game::initPlayers(Player::Id player_id) {
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auto player2 = std::make_unique<Player>(config_player2);
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player2->setScoreBoardPanel(Scoreboard::Id::RIGHT);
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player2->setName(Lang::getText("[SCOREBOARD] 2"));
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player2->setGamepad(Options::gamepads.getGamepad(Player::Id::PLAYER2).instance);
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player2->setGamepad(Options::gamepad_manager.getGamepad(Player::Id::PLAYER2).instance);
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player2->setUsesKeyboard(Player::Id::PLAYER2 == Options::keyboard.player_id);
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player2->setPlayingState(Player::State::WAITING);
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players_.push_back(std::move(player2));
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@@ -213,12 +213,12 @@ void Title::printColorValue(const Color& color) {
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void Title::handleControlKeys(SDL_Keycode key) {
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switch (key) {
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case SDLK_1:
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define_buttons_->enable(&Options::gamepads.getGamepad(Player::Id::PLAYER1));
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define_buttons_->enable(&Options::gamepad_manager.getGamepad(Player::Id::PLAYER1));
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resetCounter();
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break;
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case SDLK_2:
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define_buttons_->enable(&Options::gamepads.getGamepad(Player::Id::PLAYER2));
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define_buttons_->enable(&Options::gamepad_manager.getGamepad(Player::Id::PLAYER2));
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resetCounter();
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break;
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@@ -262,14 +262,14 @@ auto Title::shouldSkipInputCheck() const -> bool {
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}
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void Title::processControllerInputs() {
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for (const auto& controller : Options::gamepads) {
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for (const auto& controller : Options::gamepad_manager) {
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if (isStartButtonPressed(&controller)) {
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handleStartButtonPress(&controller);
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}
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}
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}
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auto Title::isStartButtonPressed(const Options::Gamepad *controller) -> bool {
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auto Title::isStartButtonPressed(const Options::Gamepad* controller) -> bool {
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return Input::get()->checkAction(
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Input::Action::START,
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Input::DO_NOT_ALLOW_REPEAT,
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@@ -277,7 +277,7 @@ auto Title::isStartButtonPressed(const Options::Gamepad *controller) -> bool {
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controller->instance);
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}
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void Title::handleStartButtonPress(const Options::Gamepad *controller) {
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void Title::handleStartButtonPress(const Options::Gamepad* controller) {
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if (!canProcessStartButton()) {
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return;
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}
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