Ja es pot gastar el teclat com a control independent del primer mando

Ja pot jugar un jugador amb teclat i altre amb mando
Es pot asignar el teclat a qualsevol dels dos jugadors
Continua podentse gastar mando i teclat a l'hora per al mateix jugador
This commit is contained in:
2024-11-03 11:07:58 +01:00
parent a1ccb6102a
commit 86cd7b0f16
11 changed files with 306 additions and 293 deletions

View File

@@ -16,11 +16,7 @@ DefineButtons::DefineButtons(std::unique_ptr<Text> text_)
x_ = param.game.width / 2;
y_ = param.title.press_start_position;
buttons_.emplace_back(lang::getText(95), InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputType::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputType::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
clearButtons();
for (int i = 0; i < input_->getNumControllers(); ++i)
{
@@ -33,7 +29,7 @@ void DefineButtons::render()
{
if (enabled_)
{
text_->writeCentered(x_, y_ - 10, lang::getText(100) + std::to_string(options.controller.at(index_controller_).player_id));
text_->writeCentered(x_, y_ - 10, lang::getText(100) + std::to_string(options.controllers.at(index_controller_).player_id));
text_->writeCentered(x_, y_, controller_names_.at(index_controller_));
text_->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
}
@@ -103,6 +99,7 @@ bool DefineButtons::enable(int index)
enabled_ = true;
index_controller_ = index;
index_button_ = 0;
clearButtons();
return true;
}
@@ -126,9 +123,9 @@ void DefineButtons::incIndexButton()
// Guarda los cambios en las opciones
saveBindingsToOptions();
// Reinicia variables
index_button_ = 0;
index_controller_ = 0;
// Deshabilita
//index_controller_ = 0;
//index_button_ = 0;
enabled_ = false;
}
}
@@ -137,7 +134,7 @@ void DefineButtons::incIndexButton()
void DefineButtons::saveBindingsToOptions()
{
// Modifica las opciones para colocar los valores asignados
auto &controller = options.controller.at(index_controller_);
auto &controller = options.controllers.at(index_controller_);
controller.name = input_->getControllerName(index_controller_);
for (size_t j = 0; j < controller.inputs.size(); ++j)
{
@@ -145,12 +142,6 @@ void DefineButtons::saveBindingsToOptions()
}
}
// Intercambia los jugadores asignados a los dos primeros mandos
void DefineButtons::swapControllers()
{
std::swap(options.controller[0].player_id, options.controller[1].player_id);
}
// Comprueba que un botón no esté ya asignado
bool DefineButtons::checkButtonNotInUse(SDL_GameControllerButton button)
{
@@ -163,3 +154,14 @@ bool DefineButtons::checkButtonNotInUse(SDL_GameControllerButton button)
}
return true;
}
// Limpia la asignación de botones
void DefineButtons::clearButtons()
{
buttons_.clear();
buttons_.emplace_back(lang::getText(95), InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputType::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputType::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
}

View File

@@ -52,6 +52,9 @@ private:
// Comprueba que un botón no esté ya asignado
bool checkButtonNotInUse(SDL_GameControllerButton button);
// Limpia la asignación de botones
void clearButtons();
public:
// Constructor
explicit DefineButtons(std::unique_ptr<Text> text);
@@ -70,7 +73,4 @@ public:
// Comprueba si está habilitado
bool isEnabled();
// Intercambia los jugadores asignados a los dos primeros mandos
void swapControllers();
};

View File

@@ -192,16 +192,16 @@ void Director::bindInputs()
}
// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
for (size_t i = 0; i < num_gamepads; ++i)
const size_t max_controllers = std::min(2, num_gamepads);
for (size_t i = 0; i < max_controllers; ++i)
{
for (size_t index = 0; index < options.controller.size(); ++index)
for (auto &controller : options.controllers)
{
if (Input::get()->getControllerName(i) == options.controller.at(index).name)
if (Input::get()->getControllerName(i) == controller.name)
{
options.controller.at(index).plugged = true;
for (size_t j = 0; j < options.controller.at(index).inputs.size(); ++j)
for (size_t j = 0; j < controller.inputs.size(); ++j)
{
Input::get()->bindGameControllerButton(i, options.controller.at(index).inputs.at(j), options.controller.at(index).buttons.at(j));
Input::get()->bindGameControllerButton(i, controller.inputs.at(j), controller.buttons.at(j));
}
}
}
@@ -220,13 +220,17 @@ void Director::bindInputs()
Input::get()->bindGameControllerButton(i, InputType::SWAP_CONTROLLERS, InputType::UP);
}
// Guarda las asignaciones de botones en las opciones
for (int i = 0; i < num_gamepads; ++i)
// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
for (size_t i = 0; i < max_controllers; ++i)
{
options.controller.at(i).name = Input::get()->getControllerName(i);
for (size_t j = 0; j < options.controller.at(i).inputs.size(); ++j)
// Variables asociadas al mando
options.controllers.at(i).index = i;
options.controllers.at(i).name = Input::get()->getControllerName(i);
options.controllers.at(i).plugged = true;
// Asignaciones de botones
for (size_t j = 0; j < options.controllers.at(i).inputs.size(); ++j)
{
options.controller.at(i).buttons.at(j) = Input::get()->getControllerBinding(i, options.controller.at(i).inputs.at(j));
options.controllers.at(i).buttons.at(j) = Input::get()->getControllerBinding(i, options.controllers.at(i).inputs.at(j));
}
}
}

View File

@@ -1591,12 +1591,12 @@ std::shared_ptr<Player> Game::getPlayer(int id)
// Obtiene un controlador a partir del "id" del jugador
int Game::getController(int player_id)
{
auto it = std::find_if(options.controller.begin(), options.controller.end(), [player_id](const auto &controller)
auto it = std::find_if(options.controllers.begin(), options.controllers.end(), [player_id](const auto &controller)
{ return controller.player_id == player_id; });
if (it != options.controller.end())
if (it != options.controllers.end())
{
return std::distance(options.controller.begin(), it);
return std::distance(options.controllers.begin(), it);
}
return -1;
@@ -1619,15 +1619,15 @@ void Game::checkPauseInput()
{
// Comprueba los mandos
for (int i = 0; i < input_->getNumControllers(); ++i)
if (input_->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (input_->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
pause(!paused_);
return;
}
// Comprueba el teclado
if (input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (input_->checkInput(InputType::PAUSE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
pause(!paused_);
return;
@@ -1723,17 +1723,17 @@ void Game::handlePlayersInput()
// Maneja las entradas de movimiento y disparo para un jugador en modo normal.
void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
{
const auto controllerIndex = player->getController();
const auto &controller = options.controllers.at(player->getController());
const bool autofire = player->isPowerUp() || options.game.autofire;
if (input_->checkInput(InputType::LEFT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
if (input_->checkInput(InputType::LEFT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
{
player->setInput(InputType::LEFT);
#ifdef RECORDING
demo_.keys.left = 1;
#endif
}
else if (input_->checkInput(InputType::RIGHT, INPUT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::RIGHT, INPUT_ALLOW_REPEAT, controller.type, controller.index))
{
player->setInput(InputType::RIGHT);
#ifdef RECORDING
@@ -1748,27 +1748,27 @@ void Game::handleNormalPlayerInput(const std::shared_ptr<Player> &player)
#endif
}
handleFireInputs(player, autofire, controllerIndex); // Verifica y maneja todas las posibles entradas de disparo.
handleFireInputs(player, autofire, player->getController()); // Verifica y maneja todas las posibles entradas de disparo.
}
// Procesa las entradas de disparo del jugador, permitiendo disparos automáticos si está habilitado.
void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire, int controllerIndex)
{
if (input_->checkInput(InputType::FIRE_CENTER, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
if (input_->checkInput(InputType::FIRE_CENTER, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
handleFireInput(player, BulletType::UP);
#ifdef RECORDING
demo_.keys.fire = 1;
#endif
}
else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::FIRE_LEFT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
handleFireInput(player, BulletType::LEFT);
#ifdef RECORDING
demo_.keys.fire_left = 1;
#endif
}
else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::FIRE_RIGHT, autofire, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
handleFireInput(player, BulletType::RIGHT);
#ifdef RECORDING
@@ -1781,15 +1781,15 @@ void Game::handleFireInputs(const std::shared_ptr<Player> &player, bool autofire
void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
{
const auto controllerIndex = player->getController();
if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->setPlayingState(PlayerState::PLAYING);
}
// Disminuye el contador de continuación si se presiona cualquier botón de disparo.
if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->decContinueCounter();
}
@@ -1799,9 +1799,9 @@ void Game::handlePlayerContinue(const std::shared_ptr<Player> &player)
void Game::handleNameInput(const std::shared_ptr<Player> &player)
{
const auto controllerIndex = player->getController();
if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
if (input_->checkInput(InputType::FIRE_LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_CENTER, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index) ||
input_->checkInput(InputType::FIRE_RIGHT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
if (player->getRecordNamePos() == 7)
{
@@ -1815,15 +1815,15 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
player->setInput(InputType::RIGHT);
}
}
else if (input_->checkInput(InputType::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::UP, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->setInput(InputType::UP);
}
else if (input_->checkInput(InputType::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::DOWN, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->setInput(InputType::DOWN);
}
else if (input_->checkInput(InputType::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::LEFT, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->setInput(InputType::LEFT);
}
@@ -1833,7 +1833,7 @@ void Game::handleNameInput(const std::shared_ptr<Player> &player)
player->setInput(InputType::RIGHT);
}
*/
else if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controller[controllerIndex].device_type, options.controller[controllerIndex].index))
else if (input_->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, options.controllers[controllerIndex].type, options.controllers[controllerIndex].index))
{
player->setInput(InputType::START);
addScoreToScoreBoard(player->getRecordName(), player->getScore());

View File

@@ -78,7 +78,7 @@ namespace globalInputs
{
#ifndef ARCADE
// Comprueba el teclado para cambiar entre pantalla completa y ventana
if (Input::get()->checkInput(InputType::WINDOW_FULLSCREEN, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::WINDOW_FULLSCREEN, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->toggleVideoMode();
const std::string mode = options.video.mode == ScreenVideoMode::WINDOW ? "Window" : "Fullscreen";
@@ -87,7 +87,7 @@ namespace globalInputs
}
// Comprueba el teclado para decrementar el tamaño de la ventana
if (Input::get()->checkInput(InputType::WINDOW_DEC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::WINDOW_DEC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->decWindowSize();
const std::string size = std::to_string(options.video.window.size);
@@ -96,7 +96,7 @@ namespace globalInputs
}
// Comprueba el teclado para incrementar el tamaño de la ventana
if (Input::get()->checkInput(InputType::WINDOW_INC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::WINDOW_INC_SIZE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->incWindowSize();
const std::string size = std::to_string(options.video.window.size);
@@ -105,28 +105,28 @@ namespace globalInputs
}
#endif
// Salir
if (Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
quit(section::Options::QUIT_WITH_KEYBOARD);
return;
}
// Reset
if (Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
reset();
return;
}
// Audio
if (Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
toggleAudio();
return;
}
// Shaders
if (Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->toggleShaders();
return;
@@ -134,14 +134,14 @@ namespace globalInputs
#ifdef DEBUG
// Comprueba el teclado para mostrar la información de debug
if (Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
Screen::get()->toggleDebugInfo();
return;
}
#endif
// OnScreenHelp
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::KEYBOARD))
{
service_pressed_counter[0]++;
@@ -161,47 +161,47 @@ namespace globalInputs
for (int i = 0; i < Input::get()->getNumControllers(); ++i)
{
// Salir
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::EXIT, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
quit(section::Options::QUIT_WITH_CONTROLLER);
return;
}
// Reset
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::RESET, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
reset();
return;
}
// Audio
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::MUTE, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
toggleAudio();
return;
}
// Shaders
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::VIDEO_SHADERS, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
Screen::get()->toggleShaders();
return;
}
#ifdef DEBUG
// Debug Info
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i) &&
Input::get()->checkInput(InputType::SHOWINFO, INPUT_DO_NOT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
Screen::get()->toggleDebugInfo();
return;
}
#endif
// OnScreenHelp
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::CONTROLLER, i))
{
service_pressed_counter[i + 1]++;

View File

@@ -68,18 +68,13 @@ void Input::bindGameControllerButton(int controller_index, InputType input_targe
}
// Comprueba si un input esta activo
bool Input::checkInput(InputType input, bool repeat, int device, int controller_index)
bool Input::checkInput(InputType input, bool repeat, InputDeviceToUse device, int controller_index)
{
bool success_keyboard = false;
bool success_controller = false;
const int input_index = static_cast<int>(input);
if (device == INPUT_USE_ANY)
{
controller_index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
{
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
@@ -123,8 +118,8 @@ bool Input::checkInput(InputType input, bool repeat, int device, int controller_
}
}
if (gameControllerFound() && controller_index < num_gamepads_)
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_)
if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY))
{
success_controller = checkAxisInput(input, controller_index);
if (!success_controller)
@@ -174,14 +169,14 @@ bool Input::checkInput(InputType input, bool repeat, int device, int controller_
}
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(int device, int controller_index)
bool Input::checkAnyInput(InputDeviceToUse device, int controller_index)
{
if (device == INPUT_USE_ANY)
if (device == InputDeviceToUse::ANY)
{
controller_index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
@@ -197,7 +192,7 @@ bool Input::checkAnyInput(int device, int controller_index)
if (gameControllerFound())
{
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY)
{
for (int i = 0; i < (int)controller_bindings_.size(); ++i)
{
@@ -217,7 +212,7 @@ bool Input::checkAnyInput(int device, int controller_index)
int Input::checkAnyButtonPressed(bool repeat)
{
// Si está pulsado el botón de servicio, ningún botón se puede considerar pulsado
if (checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_ANY))
if (checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::ANY))
{
return 0;
}
@@ -226,7 +221,7 @@ int Input::checkAnyButtonPressed(bool repeat)
for (auto bi : button_inputs_)
{
// Comprueba el teclado
if (checkInput(bi, repeat, INPUT_USE_KEYBOARD))
if (checkInput(bi, repeat, InputDeviceToUse::KEYBOARD))
{
return 1;
}
@@ -234,7 +229,7 @@ int Input::checkAnyButtonPressed(bool repeat)
// Comprueba los mandos
for (int i = 0; i < num_gamepads_; ++i)
{
if (checkInput(bi, repeat, INPUT_USE_GAMECONTROLLER, i))
if (checkInput(bi, repeat, InputDeviceToUse::CONTROLLER, i))
{
return i + 1;
}
@@ -328,14 +323,14 @@ int Input::getJoyIndex(int id) const
}
// Muestra por consola los controles asignados
void Input::printBindings(int device, int controller_index) const
void Input::printBindings(InputDeviceToUse device, int controller_index) const
{
if (device == INPUT_USE_ANY || device == INPUT_USE_KEYBOARD)
if (device == InputDeviceToUse::ANY || device == InputDeviceToUse::KEYBOARD)
{
return;
}
if (device == INPUT_USE_GAMECONTROLLER)
if (device == InputDeviceToUse::CONTROLLER)
{
if (controller_index >= num_gamepads_)
{
@@ -417,3 +412,9 @@ bool Input::checkAxisInput(InputType input, int controller_index) const
return false;
}
}
// Establece el indice de mando que usará el teclado
void Input::setKeyboardIndex(int index)
{
keyboard_index_ = index;
}

View File

@@ -11,9 +11,9 @@
connectedControllers es un vector donde estan todos los mandos encontrados [0 .. n]
checkInput requiere de un indice para comprobar las pulsaciónes de un controlador en concreto [0 .. n]
device contiene el tipo de dispositivo a comprobar:
INPUT_USE_KEYBOARD solo mirará el teclado
INPUT_USE_GAMECONTROLLER solo mirará el controlador especificado (Si no se especifica, el primero)
INPUT_USE_ANY mirará tanto el teclado como el PRIMER controlador
InputDeviceToUse::KEYBOARD solo mirará el teclado
InputDeviceToUse::CONTROLLER solo mirará el controlador especificado (Si no se especifica, el primero)
InputDeviceToUse::ANY mirará tanto el teclado como el PRIMER controlador
*/
enum class InputType : int
@@ -52,9 +52,12 @@ enum class InputType : int
constexpr bool INPUT_ALLOW_REPEAT = true;
constexpr bool INPUT_DO_NOT_ALLOW_REPEAT = false;
constexpr int INPUT_USE_KEYBOARD = 0;
constexpr int INPUT_USE_GAMECONTROLLER = 1;
constexpr int INPUT_USE_ANY = 2;
enum class InputDeviceToUse : int
{
KEYBOARD = 0,
CONTROLLER = 1,
ANY = 2,
};
class Input
{
@@ -92,6 +95,7 @@ private:
int num_joysticks_ = 0; // Número de joysticks conectados
int num_gamepads_ = 0; // Número de mandos conectados
std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
int keyboard_index_ = 0;
// Comprueba el eje del mando
bool checkAxisInput(InputType input, int controller_index = 0) const;
@@ -120,10 +124,10 @@ public:
void bindGameControllerButton(int controller_index, InputType inputTarget, InputType inputSource);
// Comprueba si un input esta activo
bool checkInput(InputType input, bool repeat = true, int device = INPUT_USE_ANY, int controller_index = 0);
bool checkInput(InputType input, bool repeat = true, InputDeviceToUse device = InputDeviceToUse::ANY, int controller_index = 0);
// Comprueba si hay almenos un input activo
bool checkAnyInput(int device = INPUT_USE_ANY, int controller_index = 0);
bool checkAnyInput(InputDeviceToUse device = InputDeviceToUse::ANY, int controller_index = 0);
// Comprueba si hay algún botón pulsado
int checkAnyButtonPressed(bool repeat = INPUT_DO_NOT_ALLOW_REPEAT);
@@ -144,7 +148,7 @@ public:
int getJoyIndex(int id) const;
// Muestra por consola los controles asignados
void printBindings(int device = INPUT_USE_KEYBOARD, int controller_index = 0) const;
void printBindings(InputDeviceToUse device = InputDeviceToUse::KEYBOARD, int controller_index = 0) const;
// Obtiene el SDL_GameControllerButton asignado a un input
SDL_GameControllerButton getControllerBinding(int controller_index, InputType input) const;
@@ -157,4 +161,7 @@ public:
// Obtiene el indice a partir del nombre del mando
int getIndexByName(const std::string &name) const;
// Establece el indice de mando que usará el teclado
void setKeyboardIndex(int index);
};

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@@ -4,7 +4,7 @@
#include <fstream> // para basic_ostream, operator<<, basi...
#include <iostream> // para cout
#include <vector> // para vector
#include "input.h" // para inputs_e, INPUT_USE_ANY, INPUT_...
#include "input.h" // para inputs_e, InputDeviceToUse::ANY, INPUT_...
#include "lang.h" // para lang_e
#include "screen.h" // para ScreenVideoMode, ScreenFilter
#include "utils.h" // para OptionsController, Options, op_...
@@ -45,37 +45,11 @@ void initOptions()
options.game.autofire = true;
// Opciones de control
options.controller.clear();
OptionsController c;
constexpr int num_players = 2;
for (int index = 0; index < num_players; ++index)
{
c.index = index;
c.player_id = index + 1;
c.device_type = INPUT_USE_GAMECONTROLLER;
c.name = "NO NAME";
c.plugged = false;
// Inputs que se guardan en las opciones y, por tanto, a disco
c.inputs.clear();
c.inputs.push_back(InputType::FIRE_LEFT);
c.inputs.push_back(InputType::FIRE_CENTER);
c.inputs.push_back(InputType::FIRE_RIGHT);
c.inputs.push_back(InputType::START);
c.inputs.push_back(InputType::SERVICE);
// Botones asociados a los inputs anteriores
c.buttons.clear();
c.buttons.push_back(SDL_CONTROLLER_BUTTON_X);
c.buttons.push_back(SDL_CONTROLLER_BUTTON_Y);
c.buttons.push_back(SDL_CONTROLLER_BUTTON_B);
c.buttons.push_back(SDL_CONTROLLER_BUTTON_START);
c.buttons.push_back(SDL_CONTROLLER_BUTTON_BACK);
options.controller.push_back(c);
}
options.controller.at(0).device_type = INPUT_USE_ANY; // El primer jugador puede usar tanto el teclado como el primer mando
options.controllers.clear();
options.controllers.resize(2);
options.controllers.at(0).player_id = 1;
options.controllers.at(1).player_id = 2;
setKeyboardToPlayer(1);
}
// Carga el fichero de configuración
@@ -129,12 +103,11 @@ bool loadOptionsFile(std::string file_path)
options.video.mode = ScreenVideoMode::WINDOW;
}
if (options.video.window.size < 1 || options.video.window.size > 4)
{
options.video.window.size = 3;
}
options.video.window.size = std::clamp(options.video.window.size, 1, 4);
if (options.game.language != lang::Code::en_UK && options.game.language != lang::Code::ba_BA && options.game.language != lang::Code::es_ES)
if (options.game.language != lang::Code::en_UK &&
options.game.language != lang::Code::ba_BA &&
options.game.language != lang::Code::es_ES)
{
options.game.language = lang::Code::en_UK;
}
@@ -156,73 +129,54 @@ bool saveOptionsFile(std::string file_path)
std::cout << "Writing file: " << getFileName(file_path) << std::endl;
// Opciones de video
const auto value_video_mode_winow = std::to_string(static_cast<int>(ScreenVideoMode::WINDOW));
const auto value_video_mode_fullscreen = std::to_string(static_cast<int>(ScreenVideoMode::FULLSCREEN));
const auto value_filter_nearest = std::to_string(static_cast<int>(ScreenFilter::NEAREST));
const auto value_filter_lineal = std::to_string(static_cast<int>(ScreenFilter::LINEAL));
file << "## VIDEO\n";
file << "## video.mode [" << value_video_mode_winow << ": window, " << value_video_mode_fullscreen << ": fullscreen]\n";
file << "## video.filter [" << value_filter_nearest << ": nearest, " << value_filter_lineal << ": lineal]\n";
file << "## video.mode [" << static_cast<int>(ScreenVideoMode::WINDOW) << ": window, " << static_cast<int>(ScreenVideoMode::FULLSCREEN) << ": fullscreen]\n";
file << "## video.filter [" << static_cast<int>(ScreenFilter::NEAREST) << ": nearest, " << static_cast<int>(ScreenFilter::LINEAL) << ": lineal]\n";
file << "\n";
const auto valueVideoMode = std::to_string(static_cast<int>(options.video.mode));
file << "video.mode=" << valueVideoMode << "\n";
file << "video.window.size=" + std::to_string(options.video.window.size) + "\n";
const auto valueFilter = std::to_string(static_cast<int>(options.video.filter));
file << "video.filter=" << valueFilter << "\n";
file << "video.v_sync=" + boolToString(options.video.v_sync) + "\n";
file << "video.integer_scale=" + boolToString(options.video.integer_scale) + "\n";
file << "video.shaders=" + boolToString(options.video.shaders) + "\n";
file << "video.mode=" << static_cast<int>(options.video.mode) << "\n";
file << "video.window.size=" << options.video.window.size << "\n";
file << "video.filter=" << static_cast<int>(options.video.filter) << "\n";
file << "video.v_sync=" << boolToString(options.video.v_sync) << "\n";
file << "video.integer_scale=" << boolToString(options.video.integer_scale) << "\n";
file << "video.shaders=" << boolToString(options.video.shaders) << "\n";
// Opciones de audio
file << "\n\n## AUDIO\n";
file << "## volume [0 .. 100]\n";
file << "\n";
file << "audio.enabled=" + boolToString(options.audio.enabled) + "\n";
file << "audio.volume=" + std::to_string(options.audio.volume) + "\n";
file << "audio.music.enabled=" + boolToString(options.audio.music.enabled) + "\n";
file << "audio.music.volume=" + std::to_string(options.audio.music.volume) + "\n";
file << "audio.sound.enabled=" + boolToString(options.audio.sound.enabled) + "\n";
file << "audio.sound.volume=" + std::to_string(options.audio.sound.volume) + "\n";
file << "audio.enabled=" << boolToString(options.audio.enabled) << "\n";
file << "audio.volume=" << options.audio.volume << "\n";
file << "audio.music.enabled=" << boolToString(options.audio.music.enabled) << "\n";
file << "audio.music.volume=" << options.audio.music.volume << "\n";
file << "audio.sound.enabled=" << boolToString(options.audio.sound.enabled) << "\n";
file << "audio.sound.volume=" << options.audio.sound.volume << "\n";
// Opciones del juego
const auto value_difficulty_easy = std::to_string(static_cast<int>(GameDifficulty::EASY));
const auto value_difficulty_normal = std::to_string(static_cast<int>(GameDifficulty::NORMAL));
const auto value_difficulty_hard = std::to_string(static_cast<int>(GameDifficulty::HARD));
file << "\n\n## GAME\n";
file << "## game.language [0: spanish, 1: valencian, 2: english]\n";
file << "## game.difficulty [" << value_difficulty_easy << ": easy, " << value_difficulty_normal << ": normal, " << value_difficulty_hard << ": hard]\n";
file << "## game.difficulty [" << static_cast<int>(GameDifficulty::EASY) << ": easy, " << static_cast<int>(GameDifficulty::NORMAL) << ": normal, " << static_cast<int>(GameDifficulty::HARD) << ": hard]\n";
file << "\n";
file << "game.language=" + std::to_string(static_cast<int>(options.game.language)) + "\n";
file << "game.difficulty=" + std::to_string(static_cast<int>(options.game.difficulty)) + "\n";
file << "game.autofire=" + boolToString(options.game.autofire) + "\n";
file << "game.language=" << static_cast<int>(options.game.language) << "\n";
file << "game.difficulty=" << static_cast<int>(options.game.difficulty) << "\n";
file << "game.autofire=" << boolToString(options.game.autofire) << "\n";
// Opciones de mandos
file << "\n\n## CONTROLLERS\n";
file << "\n";
const int num_players = 2;
for (int index = 0; index < num_players; ++index)
for (const auto &controller : options.controllers)
{
const std::string joyIndex = std::to_string(index + 1);
file << "controller" + joyIndex + ".name=" + options.controller[index].name + "\n";
file << "controller" + joyIndex + ".player=" + std::to_string(options.controller[index].player_id) + "\n";
file << "controller" + joyIndex + ".button.fire_left=" + std::to_string((int)options.controller[index].buttons[0]) + "\n";
file << "controller" + joyIndex + ".button.fire_center=" + std::to_string((int)options.controller[index].buttons[1]) + "\n";
file << "controller" + joyIndex + ".button.fire_right=" + std::to_string((int)options.controller[index].buttons[2]) + "\n";
file << "controller" + joyIndex + ".button.start=" + std::to_string((int)options.controller[index].buttons[3]) + "\n";
file << "controller" + joyIndex + ".button.service=" + std::to_string((int)options.controller[index].buttons[4]) + "\n";
if (index < num_players - 1)
{
file << "\n";
}
file << "\n";
file << "controller." << controller.index << ".name=" << controller.name << "\n";
file << "controller." << controller.index << ".player=" << controller.player_id << "\n";
file << "controller." << controller.index << ".type=" << static_cast<int>(controller.type) << "\n";
file << "controller." << controller.index << ".button.fire_left=" << controller.buttons.at(0) << "\n";
file << "controller." << controller.index << ".button.fire_center=" << controller.buttons.at(1) << "\n";
file << "controller." << controller.index << ".button.fire_right=" << controller.buttons.at(2) << "\n";
file << "controller." << controller.index << ".button.start=" << controller.buttons.at(3) << "\n";
file << "controller." << controller.index << ".button.service=" << controller.buttons.at(4) << "\n";
}
// Cierra el fichero
@@ -242,7 +196,6 @@ bool setOptions(const std::string &var, const std::string &value)
{
options.video.mode = static_cast<ScreenVideoMode>(std::stoi(value));
}
else if (var == "video.window.size")
{
options.video.window.size = std::stoi(value);
@@ -251,22 +204,18 @@ bool setOptions(const std::string &var, const std::string &value)
options.video.window.size = 3;
}
}
else if (var == "video.filter")
{
options.video.filter = static_cast<ScreenFilter>(std::stoi(value));
}
else if (var == "video.shaders")
{
options.video.shaders = stringToBool(value);
}
else if (var == "video.integer_scale")
{
options.video.integer_scale = stringToBool(value);
}
else if (var == "video.v_sync")
{
options.video.v_sync = stringToBool(value);
@@ -277,7 +226,6 @@ bool setOptions(const std::string &var, const std::string &value)
{
options.audio.enabled = stringToBool(value);
}
else if (var == "audio.volume")
{
options.audio.volume = std::stoi(value);
@@ -286,17 +234,14 @@ bool setOptions(const std::string &var, const std::string &value)
{
options.audio.music.enabled = stringToBool(value);
}
else if (var == "audio.music.volume")
{
options.audio.music.volume = std::stoi(value);
}
else if (var == "audio.sound.enabled")
{
options.audio.sound.enabled = stringToBool(value);
}
else if (var == "audio.sound.volume")
{
options.audio.sound.volume = std::stoi(value);
@@ -307,93 +252,85 @@ bool setOptions(const std::string &var, const std::string &value)
{
options.game.language = static_cast<lang::Code>(std::stoi(value));
}
else if (var == "game.difficulty")
{
options.game.difficulty = static_cast<GameDifficulty>(std::stoi(value));
}
else if (var == "game.autofire")
{
options.game.autofire = stringToBool(value);
}
// Opciones de mandos
else if (var == "controller1.name")
else if (var == "controller.0.name")
{
options.controller[0].name = value;
options.controllers.at(0).name = value;
}
else if (var == "controller1.player")
else if (var == "controller.0.player")
{
options.controller[0].player_id = std::max(1, std::min(2, std::stoi(value)));
options.controllers.at(0).player_id = std::clamp(std::stoi(value), 1, 2);
}
else if (var == "controller1.button.fire_left")
else if (var == "controller.0.type")
{
options.controller[0].buttons[0] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(0).type = static_cast<InputDeviceToUse>(std::stoi(value));
}
else if (var == "controller1.button.fire_center")
else if (var == "controller.0.button.fire_left")
{
options.controller[0].buttons[1] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(0).buttons.at(0) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller1.button.fire_right")
else if (var == "controller.0.button.fire_center")
{
options.controller[0].buttons[2] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(0).buttons.at(1) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller1.button.start")
else if (var == "controller.0.button.fire_right")
{
options.controller[0].buttons[3] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(0).buttons.at(2) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller1.button.service")
else if (var == "controller.0.button.start")
{
options.controller[0].buttons[4] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(0).buttons.at(3) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller2.name")
else if (var == "controller.0.button.service")
{
options.controller[1].name = value;
options.controllers.at(0).buttons.at(4) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller2.player")
else if (var == "controller.1.name")
{
options.controller[1].player_id = std::max(1, std::min(2, std::stoi(value)));
options.controllers.at(1).name = value;
}
else if (var == "controller2.button.fire_left")
else if (var == "controller.1.player")
{
options.controller[1].buttons[0] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(1).player_id = std::clamp(std::stoi(value), 1, 2);
}
else if (var == "controller2.button.fire_center")
else if (var == "controller.1.type")
{
options.controller[1].buttons[1] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(1).type = static_cast<InputDeviceToUse>(std::stoi(value));
}
else if (var == "controller2.button.fire_right")
else if (var == "controller.1.button.fire_left")
{
options.controller[1].buttons[2] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(1).buttons.at(0) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller2.button.start")
else if (var == "controller.1.button.fire_center")
{
options.controller[1].buttons[3] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(1).buttons.at(1) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller2.button.service")
else if (var == "controller.1.button.fire_right")
{
options.controller[1].buttons[4] = (SDL_GameControllerButton)std::stoi(value);
options.controllers.at(1).buttons.at(2) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller.1.button.start")
{
options.controllers.at(1).buttons.at(3) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
else if (var == "controller.1.button.service")
{
options.controllers.at(1).buttons.at(4) = static_cast<SDL_GameControllerButton>(std::stoi(value));
}
// Lineas vacias o que empiezan por comentario
else if (var.empty() || var.starts_with("#"))
{
}
else
{
success = false;
@@ -408,3 +345,45 @@ int to_JA_volume(int vol)
vol = vol * 1.28f;
return std::clamp(vol, 0, 128);
}
// Asigna el teclado al jugador
void setKeyboardToPlayer(int player_id)
{
for (auto &controller : options.controllers)
{
if (controller.player_id == player_id)
{
controller.type = InputDeviceToUse::ANY;
}
else
{
controller.type = InputDeviceToUse::CONTROLLER;
}
}
}
// Intercambia el teclado de jugador
void swapOptionsKeyboard()
{
std::swap(options.controllers.at(0).type, options.controllers.at(1).type);
}
// Intercambia los jugadores asignados a los dos primeros mandos
void swapOptionsControllers()
{
std::swap(options.controllers.at(0).player_id, options.controllers.at(1).player_id);
std::swap(options.controllers.at(0).type, options.controllers.at(1).type);
}
// Averigua quien está usando el teclado
int getPlayerWhoUsesKeyboard()
{
for (auto &controller : options.controllers)
{
if (controller.type == InputDeviceToUse::ANY)
{
return controller.player_id;
}
}
return 0;
}

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@@ -4,6 +4,7 @@
#include <SDL2/SDL_stdinc.h> // Para Uint8
#include "manage_hiscore_table.h"
#include <vector> // Para vector
#include "input.h"
#include <string>
enum class InputType : int;
enum class ScreenFilter : int;
@@ -57,8 +58,8 @@ struct OptionsAudio
{
OptionsMusic music; // Opciones para la música
OptionsSound sound; // Opciones para los efectos de sonido
bool enabled; // Indica si el audio está activo o no
int volume; // Volumen al que suenan el audio
bool enabled; // Indica si el audio está activo o no
int volume; // Volumen al que suenan el audio
};
// Estructura para las opciones del juego
@@ -75,25 +76,35 @@ struct OptionsController
{
int index; // Indice en el vector de mandos
int player_id; // Jugador asociado al mando
Uint8 device_type; // Indica si se utilizará teclado o mando o ambos
InputDeviceToUse type; // Indica si se utilizará teclado o mando o ambos
std::string name; // Nombre del dispositivo
bool plugged; // Indica si el mando se encuentra conectado
std::vector<InputType> inputs; // Listado de inputs
std::vector<SDL_GameControllerButton> buttons; // Listado de botones asignados a cada input
// Constructor por defecto
OptionsController()
: index(-1), player_id(-1), type(InputDeviceToUse::CONTROLLER), name(""), plugged(false)
{
inputs = {InputType::FIRE_LEFT, InputType::FIRE_CENTER, InputType::FIRE_RIGHT, InputType::START, InputType::SERVICE};
buttons = {SDL_CONTROLLER_BUTTON_X, SDL_CONTROLLER_BUTTON_Y, SDL_CONTROLLER_BUTTON_B, SDL_CONTROLLER_BUTTON_START, SDL_CONTROLLER_BUTTON_BACK};
}
};
// Estructura con todas las opciones de configuración del programa
struct Options
{
OptionsGame game; // Opciones para el propio juego
OptionsVideo video; // Opciones relativas a la clase screen
OptionsAudio audio; // Opciones para el audio
std::vector<OptionsController> controller; // Opciones con las asignaciones del mando para cada jugador
OptionsGame game; // Opciones para el propio juego
OptionsVideo video; // Opciones relativas a la clase screen
OptionsAudio audio; // Opciones para el audio
std::vector<OptionsController> controllers; // Opciones con las asignaciones del mando para cada jugador
};
// Variables
extern Options options;
void initOptions();
// Carga el fichero de configuración
bool loadOptionsFile(std::string file_path);
@@ -102,3 +113,15 @@ bool saveOptionsFile(std::string file_path);
// Convierte valores de 0 a 100 en valores de 0 a 128
int to_JA_volume(int vol);
// Asigna el teclado al jugador
void setKeyboardToPlayer(int player_id);
// Intercambia el teclado de jugador
void swapOptionsKeyboard();
// Intercambia los jugadores asignados a los dos primeros mandos
void swapOptionsControllers();
// Averigua quien está usando el teclado
int getPlayerWhoUsesKeyboard();

View File

@@ -171,6 +171,9 @@ void Title::render()
// Comprueba los eventos
void Title::checkEvents()
{
// Comprueba el input para el resto de objetos
define_buttons_->checkEvents();
// Si define_buttons_ está habilitado, es él quien gestiona los eventos
if (!define_buttons_->isEnabled())
{
@@ -195,32 +198,33 @@ void Title::checkEvents()
{
switch (event.key.keysym.sym)
{
case SDLK_1:
case SDLK_1: // Redefine los botones del mando #0
{
if (define_buttons_->enable(0))
resetCounter();
break;
}
case SDLK_2:
case SDLK_2: // Redefine los botones del mando #1
{
if (define_buttons_->enable(1))
resetCounter();
break;
}
case SDLK_3:
case SDLK_3: // Intercambia los mandos entre los dos jugadores
{
swapControllers();
break;
}
case SDLK_4:
case SDLK_4: // Muestra la asignacion de mandos
{
showControllers();
break;
}
case SDLK_5: // Intercambia la asignación del teclado
{
swapKeyboard();
break;
}
default:
break;
}
@@ -235,55 +239,38 @@ void Title::checkInput()
// Comprueba los controladores solo si no se estan definiendo los botones
if (!define_buttons_->isEnabled())
{
// Comprueba el teclado para empezar a jugar
if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_KEYBOARD))
// Comprueba los métodos de control
for (const auto &controller : options.controllers)
{
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index) &&
!Input::get()->checkInput(InputType::SERVICE, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
fade_->activate();
post_fade_ = options.controller[0].player_id;
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
{
fade_->activate();
post_fade_ = controller.player_id;
return;
}
}
}
// Comprueba los mandos
for (int i = 0; i < Input::get()->getNumControllers(); ++i)
{
// Comprueba si se va a intercambiar la asignación de mandos a jugadores
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::SWAP_CONTROLLERS, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
swapControllers();
return;
}
// Comprueba si algun mando quiere ser configurado
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i) &&
Input::get()->checkInput(InputType::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
if (Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, controller.type, controller.index) &&
Input::get()->checkInput(InputType::CONFIG, INPUT_DO_NOT_ALLOW_REPEAT, controller.type, controller.index))
{
define_buttons_->enable(i);
define_buttons_->enable(controller.index);
return;
}
// Comprueba el botón de START de los mandos
if (Input::get()->checkInput(InputType::START, INPUT_DO_NOT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
{
// Si no está el botón de servicio activo
if (!Input::get()->checkInput(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_GAMECONTROLLER, i))
{
if (section::options == section::Options::TITLE_2 || ALLOW_TITLE_ANIMATION_SKIP)
{
fade_->activate();
post_fade_ = options.controller[i].player_id;
return;
}
}
}
}
}
// Comprueba el input para el resto de objetos
define_buttons_->checkEvents();
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
globalInputs::check();
}
@@ -316,10 +303,17 @@ void Title::swapControllers()
if (Input::get()->getNumControllers() == 0)
return;
define_buttons_->swapControllers();
swapOptionsControllers();
showControllers();
}
// Intercambia el teclado de jugador
void Title::swapKeyboard()
{
swapOptionsKeyboard();
Notifier::get()->showText("Teclat per al jugador " + std::to_string(getPlayerWhoUsesKeyboard()));
}
// Muestra información sobre los controles y los jugadores
void Title::showControllers()
{
@@ -332,16 +326,16 @@ void Title::showControllers()
for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
{
// Ejemplo: el jugador 1 tiene el mando 2
playerControllerIndex.at(options.controller.at(i).player_id - 1) = i;
playerControllerIndex.at(options.controllers.at(i).player_id - 1) = i;
}
// Genera el texto correspondiente
for (size_t i = 0; i < NUM_CONTROLLERS; ++i)
{
const size_t index = playerControllerIndex.at(i);
if (options.controller.at(index).plugged)
if (options.controllers.at(index).plugged)
{
text.at(i) = lang::getText(100) + std::to_string(i + 1) + ": " + options.controller.at(index).name;
text.at(i) = lang::getText(100) + std::to_string(i + 1) + ": " + options.controllers.at(index).name;
}
}

View File

@@ -74,6 +74,9 @@ private:
// Intercambia la asignación de mandos a los jugadores
void swapControllers();
// Intercambia el teclado de jugador
void swapKeyboard();
// Muestra información sobre los controles y los jugadores
void showControllers();