143 lines
4.1 KiB
C++
143 lines
4.1 KiB
C++
#include "define_buttons.h"
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#include "input.h" // Para Input, InputAction
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#include "lang.h" // Para getText
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#include "options.h" // Para OptionsController, Options, options
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#include "param.h" // Para Param, param, ParamGame, ParamTitle
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#include "resource.h" // Para Resource
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#include "text.h" // Para Text
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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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{
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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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clearButtons();
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for (int i = 0; i < input_->getNumControllers(); ++i)
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{
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controller_names_.emplace_back(input_->getControllerName(i));
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}
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}
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// Dibuja el objeto en pantalla
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void DefineButtons::render()
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{
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if (enabled_)
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{
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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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// Comprueba el botón que se ha pulsado
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void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent &event)
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{
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// Solo pilla botones del mando que toca
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if (input_->getJoyIndex(event.which) != static_cast<int>(index_controller_))
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{
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return;
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}
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const auto button = static_cast<SDL_GamepadButton>(event.button);
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if (checkButtonNotInUse(button))
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{
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buttons_.at(index_button_).button = button;
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incIndexButton();
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}
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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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{
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for (const auto &button : buttons_)
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{
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input_->bindGameControllerButton(index_controller_, button.input, button.button);
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}
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}
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// Comprueba los eventos
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void DefineButtons::checkEvents(const SDL_Event &event)
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{
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if (enabled_ && event.type == SDL_EVENT_GAMEPAD_BUTTON_DOWN)
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{
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doControllerButtonDown(event.gbutton);
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}
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}
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// Habilita el objeto
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bool DefineButtons::enable(int index)
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{
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if (index < input_->getNumControllers())
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{
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enabled_ = true;
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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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}
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return false;
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}
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// Comprueba si está habilitado
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bool DefineButtons::isEnabled() const { return enabled_; }
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// Incrementa el indice de los botones
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void DefineButtons::incIndexButton()
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{
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++index_button_;
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// Comprueba si ha finalizado
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if (index_button_ == buttons_.size())
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{
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// Asigna los botones definidos al input_
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bindButtons();
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// Guarda los cambios en las opciones
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saveBindingsToOptions();
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// Deshabilita
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enabled_ = false;
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}
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}
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// Guarda los cambios en las opciones
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void DefineButtons::saveBindingsToOptions()
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{
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// Modifica las opciones para colocar los valores asignados
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auto &controller = options.controllers.at(index_controller_);
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controller.name = input_->getControllerName(index_controller_);
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for (size_t j = 0; j < controller.inputs.size(); ++j)
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{
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controller.buttons.at(j) = input_->getControllerBinding(index_controller_, controller.inputs.at(j));
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}
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}
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// Comprueba que un botón no esté ya asignado
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bool DefineButtons::checkButtonNotInUse(SDL_GamepadButton button)
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{
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for (const auto &b : buttons_)
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{
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if (b.button == button)
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{
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return false;
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}
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}
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return true;
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}
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// Limpia la asignación de botones
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void DefineButtons::clearButtons()
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{
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buttons_.clear();
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buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_LEFT"), InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_UP"), InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_RIGHT"), InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] START"), InputAction::START, SDL_GAMEPAD_BUTTON_INVALID);
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buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] SERVICE_MENU"), InputAction::SERVICE, SDL_GAMEPAD_BUTTON_INVALID);
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} |