migrant input: ja compila, ja no peta... falta descomentar mig codi
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@@ -5,6 +5,7 @@
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#include <iostream>
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#include <memory> // Para std::unique_ptr
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#include <string> // Para basic_string, string
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#include <unordered_map>
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#include <vector> // Para vector
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/*
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@@ -92,21 +93,58 @@ class Input {
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
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};
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struct Keyboard {
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std::unordered_map<Input::Action, KeyState> bindings;
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Keyboard()
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: bindings{
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{Input::Action::UP, KeyState(SDL_SCANCODE_UP)},
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{Input::Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{Input::Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{Input::Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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{Input::Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{Input::Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{Input::Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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{Input::Action::START, KeyState(SDL_SCANCODE_RETURN)},
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{Input::Action::SERVICE, KeyState(SDL_SCANCODE_0)},
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{Input::Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{Input::Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{Input::Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{Input::Action::PAUSE, KeyState(SDL_SCANCODE_P)},
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{Input::Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{Input::Action::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
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{Input::Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
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{Input::Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
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{Input::Action::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
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{Input::Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
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{Input::Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
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{Input::Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
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{Input::Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
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{Input::Action::RESET, KeyState(SDL_SCANCODE_F10)},
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{Input::Action::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
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};
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struct Gamepad {
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SDL_Gamepad *pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::vector<ButtonState> button_states;
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std::unordered_map<Input::Action, ButtonState> bindings;
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Gamepad(SDL_Gamepad *gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad)) + " #" + std::to_string(instance_id)) {}
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name(std::string(SDL_GetGamepadName(gamepad)) + " #" + std::to_string(instance_id)),
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bindings{
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{Input::Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Input::Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{Input::Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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{Input::Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{Input::Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
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~Gamepad() {
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if (pad) {
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SDL_CloseGamepad(pad);
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// std::cout << "Gamepad cerrado (ID " << instance_id << ")\n";
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}
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}
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};
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@@ -154,7 +192,7 @@ class Input {
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// --- Variables internas ---
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std::vector<std::shared_ptr<Gamepad>> gamepads_; // Mandos conectados
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std::vector<KeyState> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
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Keyboard keyboard_; // Estructura con las asociaciones de teclas a acciones
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std::vector<Action> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
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std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
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