style: ja hi ha un caracter per acabar de posar el nom

This commit is contained in:
2025-10-22 18:17:58 +02:00
parent fde77affdf
commit 75ccddbaa1
5 changed files with 49 additions and 32 deletions

View File

@@ -44,7 +44,7 @@ Director::Director(int argc, std::span<char*> argv) {
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#elif _DEBUG
Section::name = Section::Name::HI_SCORE_TABLE;
Section::name = Section::Name::GAME;
Section::options = Section::Options::GAME_PLAY_1P;
#else // NORMAL GAME
Section::name = Section::Name::LOGO;

View File

@@ -17,24 +17,31 @@ void EnterName::init(const std::string& name) {
// Incrementa el índice del carácter seleccionado
void EnterName::incIndex() {
++selected_index_;
if (selected_index_ >= static_cast<int>(character_list_.size())) {
if (selected_index_ >= character_list_.size()) {
selected_index_ = 0;
}
}
// Decrementa el índice del carácter seleccionado
void EnterName::decIndex() {
--selected_index_;
if (selected_index_ < 0) {
if (selected_index_ == 0) {
selected_index_ = character_list_.size() - 1;
} else {
--selected_index_;
}
}
// Añade el carácter seleccionado al nombre
void EnterName::addCharacter() {
// Si no es el ultimo caracter, lo añade
if (name_.length() < MAX_NAME_SIZE) {
name_.push_back(character_list_[selected_index_]);
}
// Si el nombre está completo, cambia el caracter seleccionado a el caracter de finalizar
/*if (nameIsFull()) {
forceEndCharSelected();
}*/
}
// Elimina el último carácter del nombre

View File

@@ -20,19 +20,22 @@ class EnterName {
void addCharacter(); // Añade el carácter seleccionado al nombre
void removeLastCharacter(); // Elimina el último carácter del nombre
auto getFinalName() -> std::string; // Obtiene el nombre final (o aleatorio si vacío)
[[nodiscard]] auto getCurrentName() const -> std::string { return name_; } // Obtiene el nombre actual en proceso
[[nodiscard]] auto getSelectedCharacter(int offset = 0) const -> std::string; // Devuelve el carácter seleccionado con offset relativo
[[nodiscard]] auto getCarousel(int size) const -> std::string; // Devuelve el carrusel de caracteres (size debe ser impar)
[[nodiscard]] auto getSelectedIndex() const -> int { return selected_index_; } // Obtiene el índice del carácter seleccionado
[[nodiscard]] auto getCharacterList() const -> const std::string& { return character_list_; } // Obtiene la lista completa de caracteres
auto getFinalName() -> std::string; // Obtiene el nombre final (o aleatorio si vacío)
[[nodiscard]] auto getCurrentName() const -> std::string { return name_; } // Obtiene el nombre actual en proceso
[[nodiscard]] auto getSelectedCharacter(int offset = 0) const -> std::string; // Devuelve el carácter seleccionado con offset relativo
[[nodiscard]] auto getCarousel(int size) const -> std::string; // Devuelve el carrusel de caracteres (size debe ser impar)
[[nodiscard]] auto getSelectedIndex() const -> int { return selected_index_; } // Obtiene el índice del carácter seleccionado
[[nodiscard]] auto getCharacterList() const -> const std::string& { return character_list_; } // Obtiene la lista completa de caracteres
[[nodiscard]] auto nameIsFull() const -> bool { return name_.size() == MAX_NAME_SIZE; } // Informa de si el nombre ha alcanzado su limite
[[nodiscard]] auto endCharSelected() const -> bool { return selected_index_ == character_list_.size() - 1; } // Informa de si está seleccionado el caracter de terminar
private:
// --- Variables de estado ---
std::string character_list_; // Lista de caracteres permitidos
std::string name_; // Nombre en proceso
int selected_index_ = 0; // Índice del carácter seleccionado en "character_list_"
size_t selected_index_ = 0; // Índice del carácter seleccionado en "character_list_"
[[nodiscard]] auto sanitizeName(const std::string& name) const -> std::string; // Valida y limpia el nombre
static auto getRandomName() -> std::string; // Devuelve un nombre al azar
void forceEndCharSelected() { selected_index_ = character_list_.size() - 1; } // Establece como seleccionado el caracter de terminar
};

View File

@@ -78,6 +78,7 @@ void Player::setInput(Input::Action action) {
setInputPlaying(action);
break;
}
case State::SHOWING_NAME:
case State::ENTERING_NAME:
case State::ENTERING_NAME_GAME_COMPLETED: {
setInputEnteringName(action);
@@ -125,19 +126,43 @@ void Player::setInputPlaying(Input::Action action) {
void Player::setInputEnteringName(Input::Action action) {
switch (action) {
case Input::Action::FIRE_LEFT:
enter_name_->addCharacter();
if (isShowingName()) {
passShowingName();
} else {
if (enter_name_->endCharSelected()) {
last_enter_name_ = getRecordName();
setPlayingState(Player::State::SHOWING_NAME);
playSound("name_input_accept.wav");
} else {
enter_name_->addCharacter();
playSound("service_menu_select.wav");
}
}
break;
case Input::Action::FIRE_CENTER:
enter_name_->removeLastCharacter();
if (isShowingName()) {
passShowingName();
} else {
enter_name_->removeLastCharacter();
playSound("service_menu_back.wav");
}
break;
case Input::Action::RIGHT:
enter_name_->incIndex();
playSound("service_menu_move.wav");
break;
case Input::Action::LEFT:
enter_name_->decIndex();
playSound("service_menu_move.wav");
break;
case Input::Action::START:
last_enter_name_ = getRecordName();
if (isShowingName()) {
passShowingName();
} else {
last_enter_name_ = getRecordName();
setPlayingState(Player::State::SHOWING_NAME);
playSound("name_input_accept.wav");
}
break;
default:
break;

View File

@@ -1438,46 +1438,28 @@ void Game::handlePlayerWaitingInput(const std::shared_ptr<Player>& player) {
// Procesa las entradas para la introducción del nombre del jugador.
void Game::handleNameInput(const std::shared_ptr<Player>& player) {
if (input_->checkAction(Input::Action::FIRE_LEFT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->passShowingName();
return;
}
player->setInput(Input::Action::FIRE_LEFT);
playSound("service_menu_select.wav");
return;
}
if (input_->checkAction(Input::Action::FIRE_CENTER, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad()) ||
input_->checkAction(Input::Action::FIRE_RIGHT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->passShowingName();
return;
}
player->setInput(Input::Action::FIRE_CENTER);
playSound("service_menu_back.wav");
return;
}
if (input_->checkAction(Input::Action::LEFT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::LEFT);
playSound("service_menu_move.wav");
return;
}
if (input_->checkAction(Input::Action::RIGHT, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
player->setInput(Input::Action::RIGHT);
playSound("service_menu_move.wav");
return;
}
if (input_->checkAction(Input::Action::START, Input::DO_NOT_ALLOW_REPEAT, player->getUsesKeyboard(), player->getGamepad())) {
if (player->isShowingName()) {
player->passShowingName();
return;
}
player->setInput(Input::Action::START);
player->setPlayingState(Player::State::SHOWING_NAME);
playSound("name_input_accept.wav");
updateHiScoreName();
}
}