canvi de pc
This commit is contained in:
@@ -12,8 +12,7 @@
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// Constructor
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DefineButtons::DefineButtons()
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: input_(Input::get()),
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text_(Resource::get()->getText("8bithud")) {
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: input_(Input::get()) {
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// Inicializa variables
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x_ = param.game.width / 2;
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y_ = param.title.press_start_position;
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@@ -27,10 +26,11 @@ DefineButtons::DefineButtons()
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// Dibuja el objeto en pantalla
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void DefineButtons::render() {
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static auto text = Resource::get()->getText("8bithud");
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if (enabled_) {
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text_->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(Options::controllers.at(index_controller_).player_id));
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text_->writeCentered(x_, y_, controller_names_.at(index_controller_));
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text_->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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text->writeCentered(x_, y_ - 10, Lang::getText("[DEFINE_BUTTONS] PLAYER") + std::to_string(Options::controllers.at(index_controller_).player_id));
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text->writeCentered(x_, y_, controller_names_.at(index_controller_));
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text->writeCentered(x_, y_ + 10, buttons_.at(index_button_).label);
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}
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}
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@@ -49,14 +49,14 @@ void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event)
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}
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// Asigna los botones definidos al input_
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void DefineButtons::bindButtons() {
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void DefineButtons::bindButtons(std::shared_ptr<Input::Gamepad> gamepad) {
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for (const auto &button : buttons_) {
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input_->bindGameControllerButton(index_controller_, button.action, button.button);
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input_->bindGameControllerButton(gamepad, button.action, button.button);
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}
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// Remapea los inputs a inputs
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input_->bindGameControllerButton(index_controller_, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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input_->bindGameControllerButton(index_controller_, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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input_->bindGameControllerButton(gamepad, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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input_->bindGameControllerButton(gamepad, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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}
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// Comprueba los eventos
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@@ -80,7 +80,6 @@ auto DefineButtons::enable(int index) -> bool {
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if (index < input_->getNumControllers()) {
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enabled_ = true;
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finished_ = false;
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index_controller_ = index;
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index_button_ = 0;
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clearButtons();
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return true;
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@@ -9,7 +9,6 @@
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#include <vector> // Para vector
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#include "input.h"
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#include "text.h"
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// Clase DefineButtons
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class DefineButtons {
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@@ -35,13 +34,11 @@ class DefineButtons {
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private:
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// Objetos
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Input *input_ = nullptr; // Gestión de entrada
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std::shared_ptr<Text> text_; // Renderizado de texto
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// Variables
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bool enabled_ = false; // Indica si está activo
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int x_ = 0, y_ = 0; // Coordenadas de texto
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std::vector<Button> buttons_; // Definiciones de botones
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size_t index_controller_ = 0; // Índice del controlador asignado
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size_t index_button_ = 0; // Índice del botón en proceso
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std::vector<std::string> controller_names_; // Nombres de los mandos
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bool finished_ = false;
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@@ -49,7 +46,7 @@ class DefineButtons {
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// Métodos internos
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void incIndexButton(); // Incrementa el índice de botones
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void doControllerButtonDown(const SDL_GamepadButtonEvent &event); // Procesa pulsaciones
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void bindButtons(); // Asigna botones al sistema de entrada
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void bindButtons(std::shared_ptr<Input::Gamepad> gamepad); // Asigna botones al sistema de entrada
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void saveBindingsToOptions(); // Guarda configuraciones
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auto checkButtonNotInUse(SDL_GamepadButton button) -> bool; // Verifica uso de botones
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void clearButtons(); // Limpia asignaciones actuales
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@@ -149,91 +149,93 @@ void Director::loadScoreFile() {
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// Asigna los botones y teclas al objeto Input
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void Director::bindInputs() {
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static auto input = Input::get();
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// Teclado - Movimiento del jugador
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Input::get()->bindKey(Input::Action::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT);
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input->bindKey(Input::Action::UP, SDL_SCANCODE_UP);
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input->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN);
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input->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT);
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input->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT);
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// Teclado - Disparo del jugador
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Input::get()->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E);
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input->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q);
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input->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W);
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input->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E);
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// Teclado - Interfaz
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Input::get()->bindKey(Input::Action::START, SDL_SCANCODE_RETURN);
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input->bindKey(Input::Action::START, SDL_SCANCODE_RETURN);
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// Teclado - Menu de servicio
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Input::get()->bindKey(Input::Action::SERVICE, SDL_SCANCODE_0);
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Input::get()->bindKey(Input::Action::SM_SELECT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(Input::Action::SM_BACK, SDL_SCANCODE_BACKSPACE);
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input->bindKey(Input::Action::SERVICE, SDL_SCANCODE_0);
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input->bindKey(Input::Action::SM_SELECT, SDL_SCANCODE_RETURN);
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input->bindKey(Input::Action::SM_BACK, SDL_SCANCODE_BACKSPACE);
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// Teclado - Control del programa
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Input::get()->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(Input::Action::PAUSE, SDL_SCANCODE_P);
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Input::get()->bindKey(Input::Action::BACK, SDL_SCANCODE_BACKSPACE);
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input->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE);
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input->bindKey(Input::Action::PAUSE, SDL_SCANCODE_P);
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input->bindKey(Input::Action::BACK, SDL_SCANCODE_BACKSPACE);
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Input::get()->bindKey(Input::Action::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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Input::get()->bindKey(Input::Action::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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Input::get()->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6);
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input->bindKey(Input::Action::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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input->bindKey(Input::Action::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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input->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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input->bindKey(Input::Action::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4);
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input->bindKey(Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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input->bindKey(Input::Action::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6);
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Input::get()->bindKey(Input::Action::TOGGLE_AUDIO, SDL_SCANCODE_F7);
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Input::get()->bindKey(Input::Action::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8);
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Input::get()->bindKey(Input::Action::CHANGE_LANG, SDL_SCANCODE_F9);
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input->bindKey(Input::Action::TOGGLE_AUDIO, SDL_SCANCODE_F7);
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input->bindKey(Input::Action::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8);
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input->bindKey(Input::Action::CHANGE_LANG, SDL_SCANCODE_F9);
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Input::get()->bindKey(Input::Action::RESET, SDL_SCANCODE_F10);
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Input::get()->bindKey(Input::Action::SHOW_INFO, SDL_SCANCODE_F12);
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input->bindKey(Input::Action::RESET, SDL_SCANCODE_F10);
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input->bindKey(Input::Action::SHOW_INFO, SDL_SCANCODE_F12);
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// Asigna botones a inputs
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const int NUM_GAMEPADS = Input::get()->getNumControllers();
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for (int i = 0; i < NUM_GAMEPADS; ++i) {
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auto gamepads = input->getGamepads();
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for (auto &gamepad : gamepads) {
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// Mando - Movimiento del jugador
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Input::get()->bindGameControllerButton(i, Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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input->bindGameControllerButton(gamepad, Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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input->bindGameControllerButton(gamepad, Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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input->bindGameControllerButton(gamepad, Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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input->bindGameControllerButton(gamepad, Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Mando - Disparo del jugador
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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input->bindGameControllerButton(gamepad, Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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// Mando - Interfaz
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Input::get()->bindGameControllerButton(i, Input::Action::START, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(i, Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK);
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input->bindGameControllerButton(gamepad, Input::Action::START, SDL_GAMEPAD_BUTTON_START);
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input->bindGameControllerButton(gamepad, Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK);
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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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const size_t MAX_CONTROLLERS = std::min(2, NUM_GAMEPADS);
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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for (auto &controller : Options::controllers) {
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if (Input::get()->getControllerName(i) == controller.name) {
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if (input->getControllerName(i) == controller.name) {
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for (size_t j = 0; j < controller.inputs.size(); ++j) {
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Input::get()->bindGameControllerButton(i, controller.inputs.at(j), controller.buttons.at(j));
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input->bindGameControllerButton(i, controller.inputs.at(j), controller.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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for (auto &gamepad : gamepads) {
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// Mando - Menu de servicio
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Input::get()->bindGameControllerButton(i, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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input->bindGameControllerButton(gamepad, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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input->bindGameControllerButton(gamepad, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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}
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// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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// Variables asociadas al mando
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Options::controllers.at(i).index = i;
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Options::controllers.at(i).name = Input::get()->getControllerName(i);
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Options::controllers.at(i).name = input->getControllerName(i);
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Options::controllers.at(i).plugged = true;
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// Asignaciones de botones
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for (size_t j = 0; j < Options::controllers.at(i).inputs.size(); ++j) {
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Options::controllers.at(i).buttons.at(j) = Input::get()->getControllerBinding(i, Options::controllers.at(i).inputs.at(j));
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Options::controllers.at(i).buttons.at(j) = input->getControllerBinding(i, Options::controllers.at(i).inputs.at(j));
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}
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}
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@@ -303,7 +303,7 @@ auto checkInputs() -> bool {
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}
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// Saltar sección
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if ((Input::get()->checkAnyButton() != 0) && !ServiceMenu::get()->isEnabled()) {
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if ((Input::get()->checkAnyButton()) && !ServiceMenu::get()->isEnabled()) {
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skipSection();
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return true;
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}
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215
source/input.cpp
215
source/input.cpp
@@ -28,8 +28,8 @@ Input::Input(std::string game_controller_db_path)
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initSDLGamePad();
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// Inicializa los vectores
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key_bindings_.resize(static_cast<int>(Action::SIZE), KeyBindings());
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controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(Action::SIZE), ControllerBindings()));
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// key_bindings_.resize(static_cast<int>(Action::SIZE), KeyBindings());
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// controller_bindings_.resize(gamepads.size(), std::vector<ControllerBindings>(static_cast<int>(Action::SIZE), ControllerBindings()));
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// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
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button_inputs_ = {Action::FIRE_LEFT, Action::FIRE_CENTER, Action::FIRE_RIGHT, Action::START};
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@@ -41,21 +41,21 @@ void Input::bindKey(Action input, SDL_Scancode code) {
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input, SDL_GamepadButton button) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input)).button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input_target, Action input_source) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input_target)).button = gamepad->bindings.at(static_cast<int>(input_source)).button;
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}
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}
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// Comprueba si un input esta activo
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auto Input::checkAction(Action input, bool repeat, Device device, int controller_index) -> bool {
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auto Input::checkAction(Action input, bool repeat, Device device, std::shared_ptr<Gamepad> gamepad) -> bool {
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bool success_keyboard = false;
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bool success_controller = false;
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const int INPUT_INDEX = static_cast<int>(input);
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@@ -68,15 +68,15 @@ auto Input::checkAction(Action input, bool repeat, Device device, int controller
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}
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}
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if (gamepad != nullptr) {
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if ((device == Device::CONTROLLER) || (device == Device::ANY)) {
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success_controller = checkAxisInput(input, controller_index, repeat);
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success_controller = checkAxisInput(input, gamepad, repeat);
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if (!success_controller) {
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if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).is_held;
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success_controller = gamepad->bindings.at(INPUT_INDEX).is_held;
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} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).just_pressed;
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success_controller = gamepad->bindings.at(INPUT_INDEX).just_pressed;
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}
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}
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}
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@@ -86,7 +86,7 @@ auto Input::checkAction(Action input, bool repeat, Device device, int controller
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}
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// Comprueba si hay almenos un input activo
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auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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auto Input::checkAnyInput(Device device, std::shared_ptr<Gamepad> gamepad) -> bool {
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// Obtenemos el número total de acciones posibles para iterar sobre ellas.
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const int NUM_ACTIONS = static_cast<int>(Action::SIZE);
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@@ -103,12 +103,12 @@ auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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// --- Comprobación del Mando ---
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// Comprobamos si hay mandos y si el índice solicitado es válido.
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if (gamepad != nullptr) {
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if (device == Device::CONTROLLER || device == Device::ANY) {
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// Bucle CORREGIDO: Iteramos sobre todas las acciones, no sobre el número de mandos.
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// Iteramos sobre todas las acciones, no sobre el número de mandos.
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for (int i = 0; i < NUM_ACTIONS; ++i) {
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// Leemos el estado pre-calculado para el mando y la acción específicos.
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if (controller_bindings_.at(controller_index).at(i).just_pressed) {
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if (gamepad->bindings.at(i).just_pressed) {
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return true; // Se encontró una acción recién pulsada en el mando.
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}
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}
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@@ -119,102 +119,34 @@ auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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return false;
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}
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// Comprueba si hay algún botón pulsado. Devuelve 0 en caso de no encontrar nada o el indice del dispositivo + 1. Se hace así para poder gastar el valor devuelto como un valor "booleano"
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auto Input::checkAnyButton(bool repeat) -> int {
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// Comprueba si hay algún botón pulsado
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auto Input::checkAnyButton(bool repeat) -> bool {
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// Solo comprueba los botones definidos previamente
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for (auto bi : button_inputs_) {
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// Comprueba el teclado
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if (checkAction(bi, repeat, Device::KEYBOARD)) {
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return 1;
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return true;
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}
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// Comprueba los mandos
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for (int i = 0; i < num_gamepads_; ++i) {
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if (checkAction(bi, repeat, Device::CONTROLLER, i)) {
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return i + 1;
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for (auto gamepad : gamepads_) {
|
||||
if (checkAction(bi, repeat, Device::CONTROLLER, gamepad)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Busca si hay mandos conectados
|
||||
/*auto Input::discoverGameControllers() -> bool {
|
||||
bool found = false;
|
||||
|
||||
if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: could not load %s file: %s", game_controller_db_path_.c_str(), SDL_GetError());
|
||||
}
|
||||
|
||||
// En SDL3, SDL_GetJoysticks devuelve un array de IDs, no un contador
|
||||
SDL_JoystickID *joystick_ids = SDL_GetJoysticks(&num_joysticks_);
|
||||
num_gamepads_ = 0;
|
||||
|
||||
// Cuenta el número de mandos
|
||||
joysticks_.clear();
|
||||
for (int i = 0; i < num_joysticks_; ++i) {
|
||||
// Usar el ID del joystick, no el índice
|
||||
auto *joy = SDL_OpenJoystick(joystick_ids[i]);
|
||||
joysticks_.push_back(joy);
|
||||
|
||||
// En SDL3, SDL_IsGamepad toma un SDL_JoystickID, no un índice
|
||||
if (SDL_IsGamepad(joystick_ids[i])) {
|
||||
num_gamepads_++;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, ">> LOOKING FOR GAME CONTROLLERS");
|
||||
if (num_joysticks_ != num_gamepads_) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Joysticks found: %d", num_joysticks_);
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found : %d", num_gamepads_);
|
||||
} else {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found: %d", num_gamepads_);
|
||||
}
|
||||
|
||||
if (num_gamepads_ > 0) {
|
||||
found = true;
|
||||
|
||||
// Recorrer los joysticks y abrir solo los que son gamepads
|
||||
for (int i = 0; i < num_joysticks_; i++) {
|
||||
if (SDL_IsGamepad(joystick_ids[i])) {
|
||||
// Abre el mando usando el ID del joystick
|
||||
auto *pad = SDL_OpenGamepad(joystick_ids[i]);
|
||||
if (pad != nullptr) {
|
||||
connected_controllers_.push_back(pad);
|
||||
|
||||
// Obtener el nombre usando el ID del joystick
|
||||
const char *name_cstr = SDL_GetGamepadNameForID(joystick_ids[i]);
|
||||
std::string name = (name_cstr != nullptr) ? name_cstr : "Unknown Gamepad";
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "#%d: %s", i, name.c_str());
|
||||
controller_names_.push_back(name);
|
||||
} else {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to open gamepad %d: %s", joystick_ids[i], SDL_GetError());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetGamepadEventsEnabled(true);
|
||||
}
|
||||
|
||||
// Liberar el array de IDs
|
||||
if (joystick_ids != nullptr) {
|
||||
SDL_free(joystick_ids);
|
||||
}
|
||||
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> FINISHED LOOKING FOR GAME CONTROLLERS");
|
||||
return found;
|
||||
}*/
|
||||
|
||||
// Comprueba si hay algun mando conectado
|
||||
auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; }
|
||||
auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
|
||||
|
||||
// Obten el nombre de un mando de juego
|
||||
auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
|
||||
auto Input::getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string { return gamepad == nullptr ? std::string() : gamepad->name; }
|
||||
|
||||
// Obten el número de mandos conectados
|
||||
auto Input::getNumControllers() const -> int { return num_gamepads_; }
|
||||
auto Input::getNumControllers() const -> int { return gamepads_.size(); }
|
||||
|
||||
// Obtiene el indice del controlador a partir de un event.id
|
||||
auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
|
||||
@@ -226,36 +158,9 @@ auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Muestra por consola los controles asignados
|
||||
void Input::printBindings(Device device, int controller_index) const {
|
||||
if (device == Device::ANY || device == Device::KEYBOARD) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (device == Device::CONTROLLER) {
|
||||
if (controller_index >= num_gamepads_) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Muestra el nombre del mando
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n%s", controller_names_.at(controller_index).c_str());
|
||||
|
||||
// Muestra los botones asignados
|
||||
for (auto bi : button_inputs_) {
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%s : %d", inputToString(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast<int>(bi)).button);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Obtiene el SDL_GamepadButton asignado a un input
|
||||
auto Input::getControllerBinding(int controller_index, Action input) const -> SDL_GamepadButton {
|
||||
return controller_bindings_[controller_index][static_cast<int>(input)].button;
|
||||
}
|
||||
|
||||
// Obtiene el indice a partir del nombre del mando
|
||||
auto Input::getIndexByName(const std::string &name) const -> int {
|
||||
auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
|
||||
return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
|
||||
auto Input::getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton {
|
||||
return gamepad->bindings.at(static_cast<int>(input)).button;
|
||||
}
|
||||
|
||||
// Convierte un InputAction a std::string
|
||||
@@ -290,29 +195,29 @@ auto Input::stringToInput(const std::string &name) -> Action {
|
||||
}
|
||||
|
||||
// Comprueba el eje del mando
|
||||
auto Input::checkAxisInput(Action input, int controller_index, bool repeat) -> bool {
|
||||
auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool {
|
||||
// Umbral para considerar el eje como activo
|
||||
bool axis_active_now = false;
|
||||
|
||||
switch (input) {
|
||||
case Action::LEFT:
|
||||
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
|
||||
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
|
||||
break;
|
||||
case Action::RIGHT:
|
||||
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
|
||||
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
|
||||
break;
|
||||
case Action::UP:
|
||||
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
|
||||
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
|
||||
break;
|
||||
case Action::DOWN:
|
||||
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
|
||||
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
|
||||
break;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
|
||||
// Referencia al binding correspondiente
|
||||
auto &binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
|
||||
auto &binding = gamepad->bindings.at(static_cast<int>(input));
|
||||
|
||||
if (repeat) {
|
||||
// Si se permite repetir, simplemente devolvemos el estado actual
|
||||
@@ -336,9 +241,10 @@ void Input::initSDLGamePad() {
|
||||
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GAMEPAD could not initialize! SDL Error: %s", SDL_GetError());
|
||||
} else {
|
||||
//SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_GAMEPAD: INITIALIZING");
|
||||
//discoverGameControllers();
|
||||
//printConnectedGamepads();
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event)) {
|
||||
handleEvent(event); // Comprueba mandos conectados
|
||||
}
|
||||
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Input System initialized successfully\n");
|
||||
}
|
||||
}
|
||||
@@ -351,8 +257,8 @@ void Input::resetInputStates() {
|
||||
key.just_pressed = false;
|
||||
}
|
||||
// Resetear todos los ControllerBindings.active a false
|
||||
for (auto &controller_vec : controller_bindings_) {
|
||||
for (auto &binding : controller_vec) {
|
||||
for (auto &gamepad : gamepads_) {
|
||||
for (auto &binding : gamepad->bindings) {
|
||||
binding.is_held = false;
|
||||
binding.just_pressed = false;
|
||||
}
|
||||
@@ -372,13 +278,13 @@ void Input::update() {
|
||||
}
|
||||
|
||||
// --- MANDOS ---
|
||||
for (int c = 0; c < num_gamepads_; ++c) {
|
||||
for (size_t i = 0; i < controller_bindings_[c].size(); ++i) {
|
||||
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button)) != 0;
|
||||
for (auto gamepad : gamepads_) {
|
||||
for (auto &binding : gamepad->bindings) {
|
||||
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, binding.button)) != 0;
|
||||
|
||||
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
|
||||
controller_bindings_[c][i].just_pressed = button_is_down_now && !controller_bindings_[c][i].is_held;
|
||||
controller_bindings_[c][i].is_held = button_is_down_now;
|
||||
binding.just_pressed = button_is_down_now && !binding.is_held;
|
||||
binding.is_held = button_is_down_now;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -397,39 +303,38 @@ void Input::handleEvent(const SDL_Event &event) {
|
||||
void Input::add_gamepad(int device_index) {
|
||||
SDL_Gamepad *pad = SDL_OpenGamepad(device_index);
|
||||
if (!pad) {
|
||||
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << "\n";
|
||||
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
auto gamepad = std::make_unique<Gamepad>(pad);
|
||||
//std::cout << "Gamepad conectado (ID " << gamepad->instance_id << ")\n";
|
||||
std::cout << "Gamepad connected (" << gamepad->name << ")\n";
|
||||
gamepads.push_back(std::move(gamepad));
|
||||
auto gamepad = std::make_shared<Gamepad>(pad);
|
||||
std::cout << "Gamepad connected (" << gamepad->name << ")" << std::endl;
|
||||
gamepads_.push_back(std::move(gamepad));
|
||||
}
|
||||
|
||||
void Input::remove_gamepad(SDL_JoystickID id) {
|
||||
auto it = std::remove_if(gamepads.begin(), gamepads.end(), [id](const std::unique_ptr<Gamepad> &gamepad) {
|
||||
auto it = std::remove_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 << ")\n";
|
||||
gamepads.erase(it, gamepads.end());
|
||||
if (it != gamepads_.end()) {
|
||||
std::cout << "Gamepad disconnected (" << (*it)->name << ")" << std::endl;
|
||||
gamepads_.erase(it, gamepads_.end());
|
||||
} else {
|
||||
std::cerr << "No se encontró el gamepad con ID " << id << "\n";
|
||||
std::cerr << "No se encontró el gamepad con ID " << id << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void Input::printConnectedGamepads() const {
|
||||
if (gamepads.empty()) {
|
||||
std::cout << "No hay gamepads conectados.\n";
|
||||
if (gamepads_.empty()) {
|
||||
std::cout << "No hay gamepads conectados." << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::cout << "Gamepads conectados:\n";
|
||||
for (const auto& gamepad : gamepads) {
|
||||
const char* name = SDL_GetGamepadName(gamepad->pad);
|
||||
for (const auto &gamepad : gamepads_) {
|
||||
std::string name = gamepad->name == "" ? "Desconocido" : gamepad->name;
|
||||
std::cout << " - ID: " << gamepad->instance_id
|
||||
<< ", Nombre: " << (name ? name : "Desconocido") << "\n";
|
||||
<< ", Nombre: " << name << ")" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
101
source/input.h
101
source/input.h
@@ -72,47 +72,7 @@ class Input {
|
||||
ANY = 2,
|
||||
};
|
||||
|
||||
// --- Métodos de singleton ---
|
||||
static void init(const std::string &game_controller_db_path); // Inicializa el singleton
|
||||
static void destroy(); // Libera el singleton
|
||||
static auto get() -> Input *; // Obtiene la instancia
|
||||
|
||||
// --- Métodos de configuración de controles ---
|
||||
void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas
|
||||
void bindGameControllerButton(int controller_index, Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando
|
||||
void bindGameControllerButton(int controller_index, Action input_target, Action input_source); // Asigna inputs a otros inputs del mando
|
||||
|
||||
// --- Métodos de consulta de entrada ---
|
||||
void update(); // Comprueba fisicamente los botones y teclas que se han pulsado
|
||||
auto checkAction(Action input, bool repeat = true, Device device = Device::ANY, int controller_index = 0) -> bool; // Comprueba si un input está activo
|
||||
auto checkAnyInput(Device device = Device::ANY, int controller_index = 0) -> bool; // Comprueba si hay al menos un input activo
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> int; // Comprueba si hay algún botón pulsado
|
||||
|
||||
// --- Métodos de gestión de mandos ---
|
||||
// auto discoverGameControllers() -> bool; // Busca si hay mandos conectados
|
||||
// void discoverGameControllers();
|
||||
[[nodiscard]] auto gameControllerFound() const -> bool; // Comprueba si hay algún mando conectado
|
||||
[[nodiscard]] auto getNumControllers() const -> int; // Obtiene el número de mandos conectados
|
||||
[[nodiscard]] auto getControllerName(int controller_index) const -> std::string; // Obtiene el nombre de un mando de juego
|
||||
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int; // Obtiene el índice del controlador a partir de un event.id
|
||||
|
||||
// --- Métodos de consulta y utilidades ---
|
||||
void printBindings(Device device = Device::KEYBOARD, int controller_index = 0) const; // Muestra por consola los controles asignados
|
||||
[[nodiscard]] auto getControllerBinding(int controller_index, Action input) const -> SDL_GamepadButton; // Obtiene el SDL_GamepadButton asignado a un input
|
||||
[[nodiscard]] static auto inputToString(Action input) -> std::string; // Convierte un InputAction a std::string
|
||||
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action; // Convierte un std::string a InputAction
|
||||
[[nodiscard]] auto getIndexByName(const std::string &name) const -> int; // Obtiene el índice a partir del nombre del mando
|
||||
|
||||
// --- Métodos de reseteo de estado de entrada ---
|
||||
void resetInputStates(); // Pone todos los KeyBindings.active y ControllerBindings.active a false
|
||||
|
||||
// --- Eventos ---
|
||||
void handleEvent(const SDL_Event &event); // Comprueba si se conecta algun mando
|
||||
|
||||
void printConnectedGamepads() const;
|
||||
|
||||
private:
|
||||
// --- Estructuras internas ---
|
||||
// --- Estructuras ---
|
||||
struct KeyBindings {
|
||||
Uint8 scancode; // Scancode asociado
|
||||
bool is_held; // Está pulsada ahora mismo
|
||||
@@ -136,6 +96,7 @@ class Input {
|
||||
SDL_Gamepad *pad;
|
||||
SDL_JoystickID instance_id;
|
||||
std::string name;
|
||||
std::vector<ControllerBindings> bindings;
|
||||
|
||||
Gamepad(SDL_Gamepad *gamepad)
|
||||
: pad(gamepad),
|
||||
@@ -145,29 +106,61 @@ class Input {
|
||||
~Gamepad() {
|
||||
if (pad) {
|
||||
SDL_CloseGamepad(pad);
|
||||
//std::cout << "Gamepad cerrado (ID " << instance_id << ")\n";
|
||||
// std::cout << "Gamepad cerrado (ID " << instance_id << ")\n";
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// --- Métodos de singleton ---
|
||||
static void init(const std::string &game_controller_db_path); // Inicializa el singleton
|
||||
static void destroy(); // Libera el singleton
|
||||
static auto get() -> Input *; // Obtiene la instancia
|
||||
|
||||
// --- Métodos de configuración de controles ---
|
||||
void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source); // Asigna inputs a otros inputs del mando
|
||||
|
||||
// --- Métodos de consulta de entrada ---
|
||||
void update(); // Comprueba fisicamente los botones y teclas que se han pulsado
|
||||
auto checkAction(Action input, bool repeat = true, Device device = Device::ANY, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si un input está activo
|
||||
auto checkAnyInput(Device device = Device::ANY, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si hay al menos un input activo
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool; // Comprueba si hay algún botón pulsado
|
||||
|
||||
// --- Métodos de gestión de mandos ---
|
||||
[[nodiscard]] auto gameControllerFound() const -> bool; // Comprueba si hay algún mando conectado
|
||||
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string; // Obten el nombre de un mando de juego
|
||||
[[nodiscard]] auto getNumControllers() const -> int; // Obtiene el número de mandos conectados
|
||||
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int; // Obtiene el índice del controlador a partir de un event.id
|
||||
|
||||
// --- Métodos de consulta y utilidades ---
|
||||
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton; // Obtiene el SDL_GamepadButton asignado a un input
|
||||
[[nodiscard]] static auto inputToString(Action input) -> std::string; // Convierte un InputAction a std::string
|
||||
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action; // Convierte un std::string a InputAction
|
||||
|
||||
// --- Métodos de reseteo de estado de entrada ---
|
||||
void resetInputStates(); // Pone todos los KeyBindings.active y ControllerBindings.active a false
|
||||
|
||||
// --- Eventos ---
|
||||
void handleEvent(const SDL_Event &event); // Comprueba si se conecta algun mando
|
||||
|
||||
void printConnectedGamepads() const;
|
||||
|
||||
[[nodiscard]] auto getGamepads() const -> const std::vector<std::shared_ptr<Gamepad>> & { return gamepads_; }
|
||||
|
||||
private:
|
||||
// --- Constantes ---
|
||||
static constexpr Sint16 AXIS_THRESHOLD = 30000;
|
||||
|
||||
// --- Variables internas ---
|
||||
std::vector<SDL_Gamepad *> connected_controllers_; // Vector con todos los mandos conectados
|
||||
std::vector<SDL_Joystick *> joysticks_; // Vector con todos los joysticks conectados
|
||||
std::vector<KeyBindings> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<std::vector<ControllerBindings>> controller_bindings_; // Vector con los botones asociados a los inputs predefinidos para cada mando
|
||||
std::vector<std::string> controller_names_; // Vector con los nombres de los mandos
|
||||
std::vector<Action> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
|
||||
int num_joysticks_ = 0; // Número de joysticks conectados
|
||||
int num_gamepads_ = 0; // Número de mandos conectados
|
||||
std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
|
||||
std::vector<std::unique_ptr<Gamepad>> gamepads;
|
||||
std::vector<std::shared_ptr<Gamepad>> gamepads_; // Mandos conectados
|
||||
std::vector<KeyBindings> key_bindings_; // Vector con las teclas asociadas a los inputs predefinidos
|
||||
std::vector<Action> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
|
||||
std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
|
||||
|
||||
// --- Métodos internos ---
|
||||
void initSDLGamePad(); // Inicializa SDL para la gestión de mandos
|
||||
auto checkAxisInput(Action input, int controller_index, bool repeat) -> bool; // Comprueba el eje del mando
|
||||
void initSDLGamePad(); // Inicializa SDL para la gestión de mandos
|
||||
auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool; // Comprueba el eje del mando
|
||||
void add_gamepad(int device_index);
|
||||
void remove_gamepad(SDL_JoystickID id);
|
||||
|
||||
|
||||
@@ -39,9 +39,8 @@ void init() {
|
||||
|
||||
// Opciones de control
|
||||
controllers.clear();
|
||||
controllers.resize(2);
|
||||
controllers.at(0).player_id = 1;
|
||||
controllers.at(1).player_id = 2;
|
||||
controllers.emplace_back(GamepadOptions(1));
|
||||
controllers.emplace_back(GamepadOptions(2));
|
||||
setKeyboardToPlayer(1);
|
||||
|
||||
// Opciones pendientes
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
#include <SDL3/SDL.h> // Para SDL_GamepadButton, SDL_ScaleMode
|
||||
|
||||
#include <algorithm> // Para copy
|
||||
#include <array> // Para array
|
||||
#include <string> // Para allocator, string
|
||||
#include <vector> // Para vector
|
||||
|
||||
@@ -83,14 +84,14 @@ struct SettingsOptions {
|
||||
|
||||
// Reinicia las últimas entradas de puntuación
|
||||
void clearLastHiScoreEntries() {
|
||||
last_hi_score_entry[0] = INVALID_INDEX;
|
||||
last_hi_score_entry[1] = INVALID_INDEX;
|
||||
last_hi_score_entry.at(0) = INVALID_INDEX;
|
||||
last_hi_score_entry.at(1) = INVALID_INDEX;
|
||||
}
|
||||
};
|
||||
|
||||
// --- Opciones de mando ---
|
||||
struct GamepadOptions {
|
||||
int index; // Índice en el vector de mandos
|
||||
Input::Gamepad gamepad; // Mando
|
||||
int player_id; // Jugador asociado al mando
|
||||
Input::Device type{Input::Device::CONTROLLER}; // Indica si se usará teclado, mando o ambos
|
||||
std::string name; // Nombre del dispositivo
|
||||
@@ -100,7 +101,7 @@ struct GamepadOptions {
|
||||
|
||||
// Constructor por defecto
|
||||
GamepadOptions()
|
||||
: index(INVALID_INDEX),
|
||||
: gamepad(nullptr),
|
||||
player_id(INVALID_INDEX),
|
||||
inputs{
|
||||
Input::Action::FIRE_LEFT,
|
||||
@@ -114,6 +115,23 @@ struct GamepadOptions {
|
||||
SDL_GAMEPAD_BUTTON_EAST,
|
||||
SDL_GAMEPAD_BUTTON_START,
|
||||
SDL_GAMEPAD_BUTTON_BACK} {}
|
||||
|
||||
// Constructor con player_id
|
||||
GamepadOptions(int custom_player_id)
|
||||
: gamepad(nullptr),
|
||||
player_id(custom_player_id),
|
||||
inputs{
|
||||
Input::Action::FIRE_LEFT,
|
||||
Input::Action::FIRE_CENTER,
|
||||
Input::Action::FIRE_RIGHT,
|
||||
Input::Action::START,
|
||||
Input::Action::SERVICE},
|
||||
buttons{
|
||||
SDL_GAMEPAD_BUTTON_WEST,
|
||||
SDL_GAMEPAD_BUTTON_NORTH,
|
||||
SDL_GAMEPAD_BUTTON_EAST,
|
||||
SDL_GAMEPAD_BUTTON_START,
|
||||
SDL_GAMEPAD_BUTTON_BACK} {}
|
||||
};
|
||||
|
||||
// --- Opciones pendientes de aplicar ---
|
||||
|
||||
@@ -131,7 +131,7 @@ void Credits::checkInput() {
|
||||
|
||||
if (!ServiceMenu::get()->isEnabled()) {
|
||||
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
|
||||
if (Input::get()->checkAnyButton(Input::ALLOW_REPEAT) != 0) {
|
||||
if (Input::get()->checkAnyButton(Input::ALLOW_REPEAT)) {
|
||||
want_to_pass_ = true;
|
||||
fading_ = mini_logo_on_position_;
|
||||
} else {
|
||||
|
||||
@@ -1259,7 +1259,7 @@ void Game::checkPauseInput() {
|
||||
|
||||
// Gestiona las entradas de los jugadores en el modo demo para saltarse la demo.
|
||||
void Game::demoHandlePassInput() {
|
||||
if (input_->checkAnyButton() != 0) {
|
||||
if (input_->checkAnyButton()) {
|
||||
Section::name = Section::Name::TITLE; // Salir del modo demo y regresar al menú principal.
|
||||
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO; // El juego volverá a mostrar la demo
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user