migrant input: ja compila, ja no peta... falta descomentar mig codi
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@@ -20,7 +20,7 @@ DefineButtons::DefineButtons()
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clearButtons();
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for (int i = 0; i < input_->getNumControllers(); ++i) {
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controller_names_.emplace_back(input_->getControllerName(i));
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// controller_names_.emplace_back(input_->getControllerName(i));
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}
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}
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@@ -28,18 +28,18 @@ DefineButtons::DefineButtons()
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void DefineButtons::render() {
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static auto text = Resource::get()->getText("8bithud");
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if (enabled_) {
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text->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(Options::controllers.at(index_controller_).player_id));
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text->writeCentered(x_, y_, controller_names_.at(index_controller_));
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text->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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// text->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(Options::controllers.at(index_controller_).player_id));
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// text->writeCentered(x_, y_, controller_names_.at(index_controller_));
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// text->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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}
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}
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// Comprueba el botón que se ha pulsado
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void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event) {
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// Solo pilla botones del mando que toca
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if (input_->getJoyIndex(event.which) != static_cast<int>(index_controller_)) {
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return;
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}
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// if (input_->getJoyIndex(event.which) != static_cast<int>(index_controller_)) {
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// return;
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//}
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const auto BUTTON = static_cast<SDL_GamepadButton>(event.button);
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if (checkButtonNotInUse(BUTTON)) {
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@@ -99,11 +99,11 @@ void DefineButtons::incIndexButton() {
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// Guarda los cambios en las opciones
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void DefineButtons::saveBindingsToOptions() {
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auto &controller = Options::controllers.at(index_controller_);
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controller.name = input_->getControllerName(index_controller_);
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for (size_t j = 0; j < controller.inputs.size(); ++j) {
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controller.buttons.at(j) = input_->getControllerBinding(index_controller_, controller.inputs.at(j));
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}
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// auto &controller = Options::controllers.at(index_controller_);
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// controller.name = input_->getControllerName(index_controller_);
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// for (size_t j = 0; j < controller.inputs.size(); ++j) {
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// controller.buttons.at(j) = input_->getControllerBinding(index_controller_, controller.inputs.at(j));
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// }
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}
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// Comprueba que un botón no esté ya asignado
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@@ -126,7 +126,7 @@ void DefineButtons::clearButtons() {
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// Comprueba si ha finalizado
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void DefineButtons::checkEnd() {
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if (finished_) {
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bindButtons(); // Asigna los botones definidos al input_
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// bindButtons(); // Asigna los botones definidos al input_
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saveBindingsToOptions(); // Guarda los cambios en las opciones
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input_->resetInputStates(); // Reinicia los estados de las pulsaciones de los botones
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enabled_ = false; // Deshabilita
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