Continuem estandaritzant noms

This commit is contained in:
2024-10-11 13:54:43 +02:00
parent e1fa1d2102
commit a9ca23138d
15 changed files with 866 additions and 849 deletions

View File

@@ -7,109 +7,115 @@
#include "utils.h" // for OptionsController, Options, Param, ParamGame
// Constructor
DefineButtons::DefineButtons(std::unique_ptr<Text> text)
: text(std::move(text))
DefineButtons::DefineButtons(std::unique_ptr<Text> text_)
: text_(std::move(text_))
{
// Copia punteros a los objetos
input = Input::get();
input_ = Input::get();
// Inicializa variables
enabled = false;
x = param.game.width / 2;
y = param.title.press_start_position;
indexController = 0;
indexButton = 0;
enabled_ = false;
x_ = param.game.width / 2;
y_ = param.title.press_start_position;
index_controller_ = 0;
index_button_ = 0;
buttons.clear();
db_button_t button;
buttons_.clear();
DefineButtonsButton button;
button.label = lang::getText(95);
button.input = input_fire_left;
button.button = SDL_CONTROLLER_BUTTON_X;
buttons.push_back(button);
buttons_.push_back(button);
button.label = lang::getText(96);
button.input = input_fire_center;
button.button = SDL_CONTROLLER_BUTTON_Y;
buttons.push_back(button);
buttons_.push_back(button);
button.label = lang::getText(97);
button.input = input_fire_right;
button.button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
buttons.push_back(button);
buttons_.push_back(button);
button.label = lang::getText(98);
button.input = input_start;
button.button = SDL_CONTROLLER_BUTTON_START;
buttons.push_back(button);
buttons_.push_back(button);
button.label = lang::getText(99);
button.input = input_exit;
button.button = SDL_CONTROLLER_BUTTON_BACK;
buttons.push_back(button);
buttons_.push_back(button);
for (int i = 0; i < input->getNumControllers(); ++i)
for (int i = 0; i < input_->getNumControllers(); ++i)
{
controllerNames.push_back(input->getControllerName(i));
controller_names_.push_back(input_->getControllerName(i));
}
}
// Dibuja el objeto en pantalla
void DefineButtons::render()
{
if (enabled)
if (enabled_)
{
text->writeCentered(x, y - 10, lang::getText(100) + std::to_string(options.controller[indexController].player_id));
text->writeCentered(x, y, controllerNames[indexController]);
text->writeCentered(x, y + 10, buttons[indexButton].label);
text_->writeCentered(x_, y_ - 10, lang::getText(100) + std::to_string(options.controller[index_controller_].player_id));
text_->writeCentered(x_, y_, controller_names_[index_controller_]);
text_->writeCentered(x_, y_ + 10, buttons_[index_button_].label);
}
}
// Comprueba el botón que se ha pulsado
void DefineButtons::doControllerButtonDown(SDL_ControllerButtonEvent *event)
{
int i = input->getJoyIndex(event->which);
int i = input_->getJoyIndex(event->which);
// Solo pillamos botones del mando que toca
if (i != indexController)
if (i != index_controller_)
{
return;
}
buttons[indexButton].button = (SDL_GameControllerButton)event->button;
buttons_[index_button_].button = (SDL_GameControllerButton)event->button;
incIndexButton();
}
// Asigna los botones definidos al input
// Asigna los botones definidos al input_
void DefineButtons::bindButtons()
{
for (int i = 0; i < (int)buttons.size(); ++i)
for (int i = 0; i < (int)buttons_.size(); ++i)
{
input->bindGameControllerButton(indexController, buttons[i].input, buttons[i].button);
input_->bindGameControllerButton(index_controller_, buttons_[i].input, buttons_[i].button);
}
}
// Comprueba las entradas
void DefineButtons::checkInput()
{
if (enabled)
if (enabled_)
{
SDL_Event event;
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(&event))
{
// Evento de salida de la aplicación
if (event.type == SDL_QUIT)
switch (event.type)
{
case SDL_QUIT:
{
section::name = section::NAME_QUIT;
section::options = section::OPTIONS_QUIT_NORMAL;
break;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN)
case SDL_CONTROLLERBUTTONDOWN:
{
doControllerButtonDown(&event.cbutton);
break;
}
default:
break;
}
}
}
@@ -118,11 +124,11 @@ void DefineButtons::checkInput()
// Habilita el objeto
bool DefineButtons::enable(int index)
{
if (index < input->getNumControllers())
if (index < input_->getNumControllers())
{
enabled = true;
indexController = index;
indexButton = 0;
enabled_ = true;
index_controller_ = index;
index_button_ = 0;
return true;
}
@@ -132,29 +138,29 @@ bool DefineButtons::enable(int index)
// Comprueba si está habilitado
bool DefineButtons::isEnabled()
{
return enabled;
return enabled_;
}
// Incrementa el indice de los botones
void DefineButtons::incIndexButton()
{
indexButton++;
index_button_++;
// Comprueba si ha finalizado
if (indexButton == (int)buttons.size())
if (index_button_ == (int)buttons_.size())
{
// Asigna los botones definidos al input
// Asigna los botones definidos al input_
bindButtons();
// Guarda los cambios en las opciones
saveBindingsToOptions();
input->allActive(indexController);
input_->allActive(index_controller_);
// Reinicia variables
indexButton = 0;
indexController = 0;
enabled = false;
index_button_ = 0;
index_controller_ = 0;
enabled_ = false;
}
}
@@ -162,10 +168,10 @@ void DefineButtons::incIndexButton()
void DefineButtons::saveBindingsToOptions()
{
// Modifica las opciones para colocar los valores asignados
options.controller[indexController].name = input->getControllerName(indexController);
for (int j = 0; j < (int)options.controller[indexController].inputs.size(); ++j)
options.controller[index_controller_].name = input_->getControllerName(index_controller_);
for (int j = 0; j < (int)options.controller[index_controller_].inputs.size(); ++j)
{
options.controller[indexController].buttons[j] = input->getControllerBinding(indexController, options.controller[indexController].inputs[j]);
options.controller[index_controller_].buttons[j] = input_->getControllerBinding(index_controller_, options.controller[index_controller_].inputs[j]);
}
}