global_inputs: getPressedAction usa helpers per a mods i llistes

This commit is contained in:
2026-05-17 14:45:54 +02:00
parent 1c3ab9e5c1
commit b36740ad58
+39 -57
View File
@@ -2,8 +2,10 @@
#include <SDL3/SDL.h>
#include <string> // Para allocator, operator+, char_traits, string
#include <vector> // Para vector
#include <algorithm> // Para ranges::find_if
#include <initializer_list> // Para initializer_list
#include <string> // Para allocator, operator+, char_traits, string
#include <vector> // Para vector
#include "core/input/input.hpp" // Para Input, InputAction, Input::DO_NOT_ALLOW_REPEAT
#include "core/locale/locale.hpp" // Para Locale
@@ -151,68 +153,48 @@ namespace GlobalInputs {
Notifier::get()->show({Locale::get()->get(Options::video.vertical_sync ? "ui.vsync_enabled" : "ui.vsync_disabled")});
}
// F4 amb modificadors: Ctrl=supersampling, Shift=next preset, sense modificador=toggle shader
auto getShaderAction() -> InputAction {
if (!Screen::get()->isHardwareAccelerated()) { return InputAction::NONE; }
if (!Input::get()->checkAction(InputAction::TOGGLE_SHADER, Input::DO_NOT_ALLOW_REPEAT)) { return InputAction::NONE; }
const SDL_Keymod MOD = SDL_GetModState();
if ((MOD & SDL_KMOD_CTRL) != 0U) { return InputAction::TOGGLE_SUPERSAMPLING; }
if (Options::video.shader.enabled && ((MOD & SDL_KMOD_SHIFT) != 0U)) { return InputAction::NEXT_SHADER_PRESET; }
return InputAction::TOGGLE_SHADER;
}
// F5 amb modificador Ctrl per a paleta anterior
auto getPaletteAction() -> InputAction {
if (!Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) { return InputAction::NONE; }
return ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) ? InputAction::PREVIOUS_PALETTE : InputAction::NEXT_PALETTE;
}
// Comprova una llista d'accions 1:1 (sense modificadors); retorna la primera que dispare
auto firstPressedFrom(std::initializer_list<InputAction> actions) -> InputAction {
const auto* const IT = std::ranges::find_if(actions, [](const InputAction act) {
return Input::get()->checkAction(act, Input::DO_NOT_ALLOW_REPEAT);
});
return (IT != actions.end()) ? *IT : InputAction::NONE;
}
// Detecta qué acción global ha sido presionada (si alguna)
auto getPressedAction() -> InputAction { // NOLINT(readability-function-cognitive-complexity)
auto getPressedAction() -> InputAction {
// Qualsevol botó del comandament actua com a ACCEPT (saltar escenes
// d'attract mode: logo, loading, credits, demo, ending...). El botó
// BACK queda filtrat prèviament a GlobalEvents per no colidir amb EXIT
// (excepte en emscripten, on BACK no pot sortir i sí pot saltar).
if (GlobalEvents::consumeGamepadButtonPressed()) {
return InputAction::ACCEPT;
}
if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::EXIT;
}
if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::ACCEPT;
}
if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_BORDER;
}
if (GlobalEvents::consumeGamepadButtonPressed()) { return InputAction::ACCEPT; }
if (const InputAction ACT = firstPressedFrom({InputAction::EXIT, InputAction::ACCEPT, InputAction::TOGGLE_BORDER}); ACT != InputAction::NONE) { return ACT; }
if (!Options::kiosk.enabled) {
if (Input::get()->checkAction(InputAction::TOGGLE_FULLSCREEN, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_FULLSCREEN;
}
if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::WINDOW_DEC_ZOOM;
}
if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::WINDOW_INC_ZOOM;
}
if (const InputAction ACT = firstPressedFrom({InputAction::TOGGLE_FULLSCREEN, InputAction::WINDOW_DEC_ZOOM, InputAction::WINDOW_INC_ZOOM}); ACT != InputAction::NONE) { return ACT; }
}
if (Screen::get()->isHardwareAccelerated()) {
if (Input::get()->checkAction(InputAction::TOGGLE_SHADER, Input::DO_NOT_ALLOW_REPEAT)) {
if ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) {
return InputAction::TOGGLE_SUPERSAMPLING; // Ctrl+F4
}
if (Options::video.shader.enabled && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
return InputAction::NEXT_SHADER_PRESET; // Shift+F4
}
return InputAction::TOGGLE_SHADER; // F4
}
}
if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
if ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) {
return InputAction::PREVIOUS_PALETTE; // Ctrl+F5
}
return InputAction::NEXT_PALETTE; // F5
}
if (Input::get()->checkAction(InputAction::NEXT_PALETTE_SORT, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::NEXT_PALETTE_SORT; // F6
}
if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_INTEGER_SCALE;
}
if (Input::get()->checkAction(InputAction::TOGGLE_VSYNC, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_VSYNC;
}
if (Input::get()->checkAction(InputAction::TOGGLE_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_INFO;
}
if (Input::get()->checkAction(InputAction::TOGGLE_CONSOLE, Input::DO_NOT_ALLOW_REPEAT)) {
return InputAction::TOGGLE_CONSOLE;
}
return InputAction::NONE;
if (const InputAction ACT = getShaderAction(); ACT != InputAction::NONE) { return ACT; }
if (const InputAction ACT = getPaletteAction(); ACT != InputAction::NONE) { return ACT; }
return firstPressedFrom({InputAction::NEXT_PALETTE_SORT, InputAction::TOGGLE_INTEGER_SCALE, InputAction::TOGGLE_VSYNC, InputAction::TOGGLE_INFO, InputAction::TOGGLE_CONSOLE});
}
} // namespace