Abans de clavar-li ma a Input
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@@ -110,30 +110,18 @@ Director::Director(int argc, const char *argv[])
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manager->loadFromFile(Asset::get()->get("score.bin"));
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}
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// Inicializa SDL
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// Inicializa todo
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initSDL();
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// Inicializa JailAudio
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initJailAudio();
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// Inicializa el texto de debug
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dbg_init(renderer_);
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// Crea los objetos
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lang::loadFromFile(getLangFile((lang::Code)options.game.language));
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lang::loadFromFile(getLangFile(static_cast<lang::Code>(options.game.language)));
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Screen::init(window_, renderer_);
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Resource::init();
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Input::init(Asset::get()->get("gamecontrollerdb.txt"));
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bindInputs();
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auto notifier_text = std::make_shared<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"));
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Notifier::init(std::string(), notifier_text, Asset::get()->get("notify.wav"));
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OnScreenHelp::init();
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globalInputs::init();
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}
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@@ -204,16 +192,20 @@ void Director::bindInputs()
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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for (int i = 0; i < num_gamepads; ++i)
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for (int index = 0; index < (int)options.controller.size(); ++index)
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if (Input::get()->getControllerName(i) == options.controller[index].name)
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for (size_t i = 0; i < num_gamepads; ++i)
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{
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for (size_t index = 0; index < options.controller.size(); ++index)
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{
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if (Input::get()->getControllerName(i) == options.controller.at(index).name)
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{
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options.controller[index].plugged = true;
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for (int j = 0; j < (int)options.controller[index].inputs.size(); ++j)
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options.controller.at(index).plugged = true;
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for (size_t j = 0; j < options.controller.at(index).inputs.size(); ++j)
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{
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Input::get()->bindGameControllerButton(i, options.controller[index].inputs[j], options.controller[index].buttons[j]);
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Input::get()->bindGameControllerButton(i, options.controller.at(index).inputs.at(j), options.controller.at(index).buttons.at(j));
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}
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}
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}
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}
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// Asigna botones a inputs desde otros inputs
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for (int i = 0; i < num_gamepads; ++i)
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