Files
coffee_crisis_arcade_edition/source/define_buttons.cpp

153 lines
3.6 KiB
C++

#include "define_buttons.h"
// Constructor
DefineButtons::DefineButtons(SDL_Renderer *renderer, Input *input, Text *text, param_t *param, options_t *options)
{
// Copia punteros a los objetos
this->renderer = renderer;
this->input = input;
this->text = text;
this->param = param;
this->options = options;
// Inicializa variables
enabled = false;
x = param->gameWidth / 2;
y = param->pressStart;
indexController = 0;
indexButton = 0;
buttons.clear();
db_button_t button;
button.label = "DISPARO IZQUIERDA";
button.input = input_fire_left;
button.button = SDL_CONTROLLER_BUTTON_X;
buttons.push_back(button);
button.label = "DISPARO CENTRO";
button.input = input_fire_center;
button.button = SDL_CONTROLLER_BUTTON_Y;
buttons.push_back(button);
button.label = "DISPARO DERECHA";
button.input = input_fire_right;
button.button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
buttons.push_back(button);
button.label = "START";
button.input = input_start;
button.button = SDL_CONTROLLER_BUTTON_START;
buttons.push_back(button);
button.label = "SALIR DEL JUEGO";
button.input = input_exit;
button.button = SDL_CONTROLLER_BUTTON_BACK;
buttons.push_back(button);
for (int i = 0; i < input->getNumControllers(); ++i)
{
controllerNames.push_back(input->getControllerName(i));
}
}
// Destructor
DefineButtons::~DefineButtons()
{
}
// Actualiza las variables del objeto
void DefineButtons::update()
{
if (enabled)
{
}
}
// Dibuja el objeto en pantalla
void DefineButtons::render()
{
if (enabled)
{
text->writeCentered(x, y - 20, "PLAYER " + std::to_string(indexController + 1));
text->writeCentered(x, y - 10, controllerNames[indexController]);
text->writeCentered(x, y, buttons[indexButton].label);
if (indexButton > 0)
text->writeCentered(x, y + 10, std::to_string(buttons[indexButton - 1].button));
}
}
// Comprueba el botón que se ha pulsado
void DefineButtons::doJoystickButtonDown(SDL_JoyButtonEvent *event)
{
int i = input->getJoyIndex(event->which);
// Solo pillamos botones del mando que toca
if (i != indexController)
{
return;
}
buttons[indexButton].button = (SDL_GameControllerButton)event->button;
incIndexButton();
}
// Asigna los botones definidos al input
void DefineButtons::bindButtons()
{
for (int i = 0; i < (int)buttons.size(); ++i)
{
input->bindGameControllerButton(indexController, buttons[i].input, buttons[i].button);
}
}
// Comprueba las entradas
void DefineButtons::checkInput()
{
if (enabled)
{
SDL_Event event;
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(&event))
{
if (event.type == SDL_JOYBUTTONDOWN)
doJoystickButtonDown(&event.jbutton);
}
}
}
// Habilita el objeto
void DefineButtons::enable(int index)
{
enabled = true;
indexController = index;
indexButton = 0;
input->printBindings(INPUT_USE_GAMECONTROLLER, indexController);
}
// Comprueba si está habilitado
bool DefineButtons::isEnabled()
{
return enabled;
}
// Incrementa el indice de los botones
void DefineButtons::incIndexButton()
{
indexButton++;
// Comprueba si ha finalizado
if (indexButton == (int)buttons.size())
{
// Asigna los botones definidos al input
bindButtons();
input->printBindings(INPUT_USE_GAMECONTROLLER, indexController);
// Reinicia variables
indexButton = 0;
indexController = 0;
enabled = false;
}
}