Ja es poden conectar i desconectar mandos en calent, que tot el mon s'entera
This commit is contained in:
@@ -3,13 +3,37 @@
|
||||
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory
|
||||
|
||||
#include "input.h" // Para Input
|
||||
#include "lang.h" // Para Lang
|
||||
#include "mouse.h" // Para handleEvent
|
||||
#include "options.h" // Para Options
|
||||
#include "screen.h" // Para Screen
|
||||
#include "section.hpp" // Para Name, Options, name, options
|
||||
#include "ui/notifier.h" // Para Notifier
|
||||
#include "ui/service_menu.h" // Para ServiceMenu
|
||||
|
||||
namespace GlobalEvents {
|
||||
// Comprueba los eventos de Input y muestra notificaciones
|
||||
void handleInputEvents(const SDL_Event &event) {
|
||||
static auto *input_ = Input::get();
|
||||
auto message = input_->handleEvent(event);
|
||||
|
||||
if (message.empty()) return;
|
||||
|
||||
// Reemplazo de palabras clave por texto localizado
|
||||
size_t pos;
|
||||
while ((pos = message.find(" CONNECTED")) != std::string::npos) {
|
||||
message.replace(pos, std::string(" CONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] CONNECTED"));
|
||||
}
|
||||
while ((pos = message.find(" DISCONNECTED")) != std::string::npos) {
|
||||
message.replace(pos, std::string(" DISCONNECTED").length(), " " + Lang::getText("[NOTIFICATIONS] DISCONNECTED"));
|
||||
}
|
||||
|
||||
Options::gamepad_manager.assignAndLinkGamepads();
|
||||
Options::gamepad_manager.resyncGamepadsWithPlayers();
|
||||
Notifier::get()->show({message});
|
||||
ServiceMenu::get()->refresh();
|
||||
}
|
||||
|
||||
// Comprueba los eventos que se pueden producir en cualquier sección del juego
|
||||
void check(const SDL_Event &event) {
|
||||
switch (event.type) {
|
||||
@@ -33,10 +57,6 @@ void check(const SDL_Event &event) {
|
||||
|
||||
ServiceMenu::get()->handleEvent(event);
|
||||
Mouse::handleEvent(event);
|
||||
|
||||
static auto *input_ = Input::get();
|
||||
if (input_->handleEvent(event)) {
|
||||
Options::gamepad_manager.assignAndLinkGamepads();
|
||||
}
|
||||
handleInputEvents(event);
|
||||
}
|
||||
} // namespace GlobalEvents
|
||||
@@ -308,42 +308,45 @@ void Input::update() {
|
||||
}
|
||||
}
|
||||
|
||||
auto Input::handleEvent(const SDL_Event &event) -> bool {
|
||||
auto Input::handleEvent(const SDL_Event &event) -> std::string {
|
||||
switch (event.type) {
|
||||
case SDL_EVENT_GAMEPAD_ADDED:
|
||||
addGamepad(event.gdevice.which);
|
||||
return true;
|
||||
return addGamepad(event.gdevice.which);
|
||||
case SDL_EVENT_GAMEPAD_REMOVED:
|
||||
removeGamepad(event.gdevice.which);
|
||||
return true;
|
||||
return removeGamepad(event.gdevice.which);
|
||||
}
|
||||
return false;
|
||||
return std::string();
|
||||
}
|
||||
|
||||
void Input::addGamepad(int device_index) {
|
||||
auto Input::addGamepad(int device_index) -> std::string {
|
||||
SDL_Gamepad *pad = SDL_OpenGamepad(device_index);
|
||||
if (pad == nullptr) {
|
||||
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << std::endl;
|
||||
return;
|
||||
return std::string();
|
||||
}
|
||||
|
||||
auto gamepad = std::make_shared<Gamepad>(pad);
|
||||
std::cout << "Gamepad connected (" << gamepad->name << ")" << std::endl;
|
||||
auto name = gamepad->name;
|
||||
std::cout << "Gamepad connected (" << name << ")" << std::endl;
|
||||
applyGamepadConfig(gamepad);
|
||||
saveGamepadConfigFromGamepad(gamepad);
|
||||
gamepads_.push_back(std::move(gamepad));
|
||||
return name + " CONNECTED";
|
||||
}
|
||||
|
||||
void Input::removeGamepad(SDL_JoystickID id) {
|
||||
auto it = std::remove_if(gamepads_.begin(), gamepads_.end(), [id](const std::shared_ptr<Gamepad> &gamepad) {
|
||||
auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
|
||||
auto it = std::find_if(gamepads_.begin(), gamepads_.end(), [id](const std::shared_ptr<Gamepad> &gamepad) {
|
||||
return gamepad->instance_id == id;
|
||||
});
|
||||
|
||||
if (it != gamepads_.end()) {
|
||||
std::cout << "Gamepad disconnected (" << (*it)->name << ")" << std::endl;
|
||||
gamepads_.erase(it, gamepads_.end());
|
||||
std::string name = (*it)->name;
|
||||
std::cout << "Gamepad disconnected (" << name << ")" << std::endl;
|
||||
gamepads_.erase(it);
|
||||
return name + " DISCONNECTED";
|
||||
} else {
|
||||
std::cerr << "No se encontró el gamepad con ID " << id << std::endl;
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -168,7 +168,7 @@ class Input {
|
||||
void resetInputStates();
|
||||
|
||||
// --- Eventos ---
|
||||
auto handleEvent(const SDL_Event &event) -> bool;
|
||||
auto handleEvent(const SDL_Event &event) -> std::string;
|
||||
|
||||
void printConnectedGamepads() const;
|
||||
|
||||
@@ -190,8 +190,8 @@ class Input {
|
||||
// --- Métodos internos ---
|
||||
void initSDLGamePad();
|
||||
static auto checkAxisInput(Action action, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool;
|
||||
void addGamepad(int device_index);
|
||||
void removeGamepad(SDL_JoystickID id);
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
|
||||
|
||||
@@ -157,10 +157,12 @@ class GamepadManager {
|
||||
std::swap(gamepads_[0].name, gamepads_[1].name);
|
||||
std::swap(gamepads_[0].path, gamepads_[1].path);
|
||||
|
||||
for (auto player: players)
|
||||
{
|
||||
switch (player->getId())
|
||||
{
|
||||
resyncGamepadsWithPlayers();
|
||||
}
|
||||
|
||||
void resyncGamepadsWithPlayers() {
|
||||
for (auto player : players) {
|
||||
switch (player->getId()) {
|
||||
case Player::Id::PLAYER1:
|
||||
player->setGamepad(gamepads_[0].instance);
|
||||
break;
|
||||
@@ -168,7 +170,7 @@ class GamepadManager {
|
||||
player->setGamepad(gamepads_[1].instance);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -229,7 +231,6 @@ class GamepadManager {
|
||||
|
||||
// Asigna el mando a un jugador
|
||||
void assignTo(Input::Gamepad gamepad, Player::Id player_id) {
|
||||
|
||||
}
|
||||
|
||||
// Asigna los mandos físicos basándose en la configuración actual de nombres.
|
||||
@@ -246,7 +247,7 @@ class GamepadManager {
|
||||
private:
|
||||
static constexpr std::string_view UNASSIGNED_TEXT = "---";
|
||||
static constexpr size_t MAX_PLAYERS = 2;
|
||||
std::array<Gamepad, MAX_PLAYERS> gamepads_; // Punteros a las estructuras de mandos de Options
|
||||
std::array<Gamepad, MAX_PLAYERS> gamepads_; // Punteros a las estructuras de mandos de Options
|
||||
std::vector<std::shared_ptr<Player>> players; // Punteros a los jugadores
|
||||
|
||||
// Convierte Player::Id a índice del array
|
||||
|
||||
@@ -258,7 +258,7 @@ void Game::updateStage() {
|
||||
createMessage(paths, Resource::get()->getTexture("game_text_last_stage"));
|
||||
} else {
|
||||
auto text = Resource::get()->getText("04b_25_2x");
|
||||
const std::string CAPTION = std::to_string(10 - Stage::number) + Lang::getText("[GAME_TEXT] 2");
|
||||
const std::string CAPTION = Lang::getText("[GAME_TEXT] 2") + std::to_string(10 - Stage::number) + Lang::getText("[GAME_TEXT] 2A");
|
||||
createMessage(paths, text->writeToTexture(CAPTION, 1, -4));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,13 +49,12 @@ void ServiceMenu::toggle() {
|
||||
|
||||
if (enabled_) {
|
||||
// Primero resetea el estado y luego muestra la animación
|
||||
// reset();
|
||||
reset();
|
||||
Options::gamepad_manager.assignAndLinkGamepads();
|
||||
renderer_->show(this);
|
||||
} else {
|
||||
// Al cerrar, solo inicia la animación de ocultar
|
||||
renderer_->hide();
|
||||
// NO llames a reset() aquí
|
||||
}
|
||||
}
|
||||
|
||||
@@ -614,4 +613,14 @@ auto ServiceMenu::isAnimating() const -> bool {
|
||||
|
||||
auto ServiceMenu::isDefiningButtons() const -> bool {
|
||||
return define_buttons_ && define_buttons_->isEnabled();
|
||||
}
|
||||
|
||||
void ServiceMenu::refresh() {
|
||||
// Este método está diseñado para ser llamado desde fuera, por ejemplo,
|
||||
// cuando un mando se conecta o desconecta mientras el menú está abierto.
|
||||
|
||||
// La función updateMenu() es la forma más completa de refrescar, ya que
|
||||
// sincroniza los valores, actualiza la lista de opciones visibles y notifica
|
||||
// al renderer de cualquier cambio de layout que pueda haber ocurrido.
|
||||
updateMenu();
|
||||
}
|
||||
@@ -45,6 +45,9 @@ class ServiceMenu {
|
||||
// --- Método para manejar eventos ---
|
||||
void handleEvent(const SDL_Event &event);
|
||||
bool checkInput();
|
||||
|
||||
// --- Método principal para refresco externo ---
|
||||
void refresh(); // Refresca los valores y el layout del menú bajo demanda
|
||||
|
||||
// --- Getters para el estado ---
|
||||
[[nodiscard]] auto isDefiningButtons() const -> bool;
|
||||
|
||||
Reference in New Issue
Block a user