GamepadManager::saveToFile() no guarda el nom del mando si no existeix
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@@ -158,11 +158,15 @@ class GamepadManager {
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std::swap(gamepads_[0].path, gamepads_[1].path);
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std::swap(gamepads_[0].path, gamepads_[1].path);
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}
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}
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// Para serialización/deserialización
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void saveToFile(std::ofstream& file) const {
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void saveToFile(std::ofstream& file) const {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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for (size_t i = 0; i < MAX_PLAYERS; ++i) {
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const auto& gamepad = gamepads_[i];
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const auto& gamepad = gamepads_[i];
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// Guardar el nombre solo si hay path (mando real asignado)
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if (!gamepad.path.empty()) {
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file << "controller." << i << ".name=" << gamepad.name << "\n";
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file << "controller." << i << ".name=" << gamepad.name << "\n";
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} else {
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file << "controller." << i << ".name=\n"; // vacío
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}
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file << "controller." << i << ".path=" << gamepad.path << "\n";
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file << "controller." << i << ".path=" << gamepad.path << "\n";
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file << "controller." << i << ".player=" << static_cast<int>(gamepad.player_id) << "\n";
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file << "controller." << i << ".player=" << static_cast<int>(gamepad.player_id) << "\n";
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}
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}
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