migrant input: corregit GamepadManager.swapPlayers()
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@@ -23,7 +23,7 @@ Window window; // Opciones de la ventana
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Settings settings; // Opciones del juego
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Video video; // Opciones de vídeo
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Audio audio; // Opciones de audio
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GamepadManager gamepads; // Opciones de mando para cada jugador
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GamepadManager gamepad_manager; // Opciones de mando para cada jugador
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Keyboard keyboard; // Opciones para el teclado
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PendingChanges pending_changes; // Opciones que se aplican al cerrar
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@@ -42,7 +42,7 @@ void init() {
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Difficulty::init();
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// Opciones de control
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gamepads.init();
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gamepad_manager.init();
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setKeyboardToPlayer(Player::Id::PLAYER1);
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// Opciones de cambios pendientes
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@@ -75,7 +75,7 @@ auto loadFromFile() -> bool {
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}
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// 3. Llamamos al asignador inteligente.
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gamepads.assignAndLinkGamepads();
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gamepad_manager.assignAndLinkGamepads();
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// 4. Si el fichero no existía, lo creamos ahora con la configuración por defecto.
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if (!file.good()) {
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@@ -148,7 +148,7 @@ auto saveToFile() -> bool {
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// Opciones de mandos
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file << "\n\n## CONTROLLERS\n";
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gamepads.saveToFile(file);
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gamepad_manager.saveToFile(file);
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// Cierra el fichero
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file.close();
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@@ -169,7 +169,7 @@ void parseAndSetController(const std::string& var, const std::string& value) {
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int controller_index = std::stoi(var.substr(first_dot + 1, second_dot - first_dot - 1));
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std::string setting_key = var.substr(second_dot + 1);
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gamepads.setControllerProperty(controller_index, setting_key, value);
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gamepad_manager.setControllerProperty(controller_index, setting_key, value);
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} catch (const std::exception&) {
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// Error en parsing
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}
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@@ -252,7 +252,7 @@ void swapKeyboard() {
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// Intercambia los jugadores asignados a los dos primeros mandos
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void swapControllers() {
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gamepads.swapPlayers();
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gamepad_manager.swapPlayers();
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}
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// Averigua quien está usando el teclado
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@@ -279,7 +279,7 @@ bool assignGamepadByName(const std::string& gamepad_name_to_find, Player::Id pla
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auto found_gamepad = Input::get()->findAvailableGamepadByName(gamepad_name_to_find);
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if (found_gamepad) {
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return gamepads.assignGamepadToPlayer(player_id, found_gamepad, found_gamepad->name);
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return gamepad_manager.assignGamepadToPlayer(player_id, found_gamepad, found_gamepad->name);
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}
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return false;
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}
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@@ -287,7 +287,7 @@ bool assignGamepadByName(const std::string& gamepad_name_to_find, Player::Id pla
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// Obtener información de un gamepad específico
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std::string getGamepadInfo(Player::Id player_id) {
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try {
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const auto& gamepad = gamepads.getGamepad(player_id);
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const auto& gamepad = gamepad_manager.getGamepad(player_id);
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return "Player " + std::to_string(static_cast<int>(player_id)) +
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": " + (gamepad.name.empty() ? "No gamepad" : gamepad.name);
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} catch (const std::exception&) {
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@@ -161,7 +161,8 @@ class GamepadManager {
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}
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void swapPlayers() {
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std::swap(gamepads[0].player_id, gamepads[1].player_id);
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std::swap(gamepads[0].instance, gamepads[1].instance);
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std::swap(gamepads[0].name, gamepads[1].name);
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}
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// Para serialización/deserialización
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@@ -233,7 +234,7 @@ extern Window window; // Opciones de la ventana
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extern Settings settings; // Opciones del juego
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extern Video video; // Opciones de vídeo
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extern Audio audio; // Opciones de audio
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extern GamepadManager gamepads; // Manager de mandos para cada jugador
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extern GamepadManager gamepad_manager; // Manager de mandos para cada jugador
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extern Keyboard keyboard; // Opciones para el teclado
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extern PendingChanges pending_changes; // Opciones que se aplican al cerrar
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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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@@ -262,7 +262,7 @@ 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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