clang-tidy
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@@ -137,7 +137,8 @@ auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
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// Obten el nombre de un mando de juego
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auto Input::getControllerName(const std::shared_ptr<Gamepad> &gamepad) -> std::string {
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return gamepad == nullptr ? std::string() : gamepad->name; }
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return gamepad == nullptr ? std::string() : gamepad->name;
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}
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// Obtiene la lista de nombres de mandos
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auto Input::getControllerNames() const -> std::vector<std::string> {
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@@ -254,11 +255,11 @@ auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad> &gam
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if (gamepad->bindings[action].button != static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)) {
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// Solo procesamos L2 y R2 como triggers
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int button = gamepad->bindings[action].button;
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// Verificar si el botón mapeado corresponde a un trigger virtual
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// (Para esto necesitamos valores especiales que representen L2/R2 como botones)
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bool trigger_active_now = false;
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// Usamos constantes especiales para L2 y R2 como botones
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if (button == TRIGGER_L2_AS_BUTTON) { // L2 como botón
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Sint16 trigger_value = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
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@@ -269,15 +270,15 @@ auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad> &gam
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} else {
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return false; // No es un trigger
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}
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// Referencia al binding correspondiente
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auto &binding = gamepad->bindings[action];
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if (repeat) {
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// Si se permite repetir, simplemente devolvemos el estado actual
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return trigger_active_now;
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}
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// Si no se permite repetir, aplicamos la lógica de transición
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if (trigger_active_now && !binding.trigger_active) {
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// Transición de inactivo a activo
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@@ -288,11 +289,11 @@ auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad> &gam
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// Transición de activo a inactivo
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binding.trigger_active = false;
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}
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// Mantener el estado actual
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return false;
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}
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return false;
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}
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@@ -389,7 +390,7 @@ auto Input::addGamepad(int device_index) -> std::string {
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}
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auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
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auto it = std::find_if(gamepads_.begin(), gamepads_.end(), [id](const std::shared_ptr<Gamepad> &gamepad) {
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auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad> &gamepad) {
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return gamepad->instance_id == id;
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});
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@@ -433,7 +434,7 @@ void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
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}
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// --- Buscar configuración por RUTA (path) ---
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auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
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auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig &config) {
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return config.path == gamepad->path;
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});
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@@ -455,7 +456,7 @@ void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
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}
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// --- CAMBIO CLAVE: Buscar si ya existe una configuración por RUTA (path) ---
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auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
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auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig &config) {
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return config.path == gamepad->path;
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});
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@@ -488,7 +489,7 @@ void Input::setGamepadConfigsFile(const std::string &filename) {
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// Método para obtener configuración de un gamepad específico (opcional)
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auto Input::getGamepadConfig(const std::string &gamepad_name) -> GamepadConfig * {
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auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad_name](const GamepadConfig &config) {
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auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig &config) {
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return config.name == gamepad_name;
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});
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@@ -497,7 +498,7 @@ auto Input::getGamepadConfig(const std::string &gamepad_name) -> GamepadConfig *
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// Método para eliminar configuración de gamepad (opcional)
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auto Input::removeGamepadConfig(const std::string &gamepad_name) -> bool {
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auto config_it = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad_name](const GamepadConfig &config) {
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auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig &config) {
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return config.name == gamepad_name;
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});
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