Ja es poden conectar i desconectar mandos en calent, que tot el mon s'entera
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@@ -157,10 +157,12 @@ class GamepadManager {
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std::swap(gamepads_[0].name, gamepads_[1].name);
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std::swap(gamepads_[0].path, gamepads_[1].path);
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for (auto player: players)
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{
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switch (player->getId())
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{
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resyncGamepadsWithPlayers();
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}
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void resyncGamepadsWithPlayers() {
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for (auto player : players) {
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switch (player->getId()) {
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case Player::Id::PLAYER1:
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player->setGamepad(gamepads_[0].instance);
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break;
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@@ -168,7 +170,7 @@ class GamepadManager {
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player->setGamepad(gamepads_[1].instance);
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break;
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default:
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break;
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break;
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}
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}
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}
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@@ -229,7 +231,6 @@ class GamepadManager {
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// Asigna el mando a un jugador
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void assignTo(Input::Gamepad gamepad, Player::Id player_id) {
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}
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// Asigna los mandos físicos basándose en la configuración actual de nombres.
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@@ -246,7 +247,7 @@ class GamepadManager {
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private:
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static constexpr std::string_view UNASSIGNED_TEXT = "---";
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static constexpr size_t MAX_PLAYERS = 2;
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std::array<Gamepad, MAX_PLAYERS> gamepads_; // Punteros a las estructuras de mandos de Options
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std::array<Gamepad, MAX_PLAYERS> gamepads_; // Punteros a las estructuras de mandos de Options
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std::vector<std::shared_ptr<Player>> players; // Punteros a los jugadores
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// Convierte Player::Id a índice del array
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