reorganitzat GlobalInputs
This commit is contained in:
@@ -13,20 +13,29 @@
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#include "utils/utils.hpp" // Para stringInVector
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namespace GlobalInputs {
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void quit() {
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// Funciones internas
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namespace {
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void handleQuit() {
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const std::string CODE = SceneManager::current == SceneManager::Scene::GAME ? "PRESS AGAIN TO RETURN TO MENU" : "PRESS AGAIN TO EXIT";
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auto code_found = stringInVector(Notifier::get()->getCodes(), CODE);
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if (code_found) {
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// Si la notificación de salir está activa, cambia de sección
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SceneManager::current = SceneManager::current == SceneManager::Scene::GAME ? SceneManager::Scene::TITLE : SceneManager::Scene::QUIT;
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switch (SceneManager::current) {
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case SceneManager::Scene::GAME:
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SceneManager::current = SceneManager::Scene::TITLE;
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break;
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default:
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SceneManager::current = SceneManager::Scene::QUIT;
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break;
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}
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} else {
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// Si la notificación de salir no está activa, muestra la notificación
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Notifier::get()->show({CODE}, NotificationText::CENTER, 2000, -1, true, CODE);
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}
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}
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// Cambia de seccion
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void skipSection() {
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void handleSkipSection() {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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case SceneManager::Scene::LOADING_SCREEN:
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@@ -44,61 +53,150 @@ void skipSection() {
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}
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}
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void handle() {
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if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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quit();
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}
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else if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
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skipSection();
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}
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else if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleToggleBorder() {
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Screen::get()->toggleBorder();
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Notifier::get()->show({"BORDER " + std::string(Options::video.border.enabled ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::TOGGLE_VIDEOMODE, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleToggleVideoMode() {
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Screen::get()->toggleVideoMode();
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Notifier::get()->show({"FULLSCREEN " + std::string(static_cast<int>(Options::video.fullscreen) == 0 ? "DISABLED" : "ENABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleDecWindowZoom() {
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if (Screen::get()->decWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
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}
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}
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else if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleIncWindowZoom() {
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if (Screen::get()->incWindowZoom()) {
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Notifier::get()->show({"WINDOW ZOOM x" + std::to_string(Options::window.zoom)}, NotificationText::CENTER);
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}
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}
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else if (Input::get()->checkAction(InputAction::TOGGLE_SHADERS, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleToggleShaders() {
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Screen::get()->toggleShaders();
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Notifier::get()->show({"SHADERS " + std::string(Options::video.shaders ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleNextPalette() {
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Screen::get()->nextPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::PREVIOUS_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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void handlePreviousPalette() {
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Screen::get()->previousPalette();
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Notifier::get()->show({"PALETTE " + Options::video.palette}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleToggleIntegerScale() {
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Screen::get()->toggleIntegerScale();
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Screen::get()->setVideoMode(Options::video.fullscreen);
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Notifier::get()->show({"INTEGER SCALE " + std::string(Options::video.integer_scale ? "ENABLED" : "DISABLED")}, NotificationText::CENTER);
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}
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else if (Input::get()->checkAction(InputAction::SHOW_DEBUG_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
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void handleShowDebugInfo() {
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Screen::get()->toggleDebugInfo();
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}
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// Detecta qué acción global ha sido presionada (si alguna)
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InputAction getPressedAction() {
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if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::EXIT;
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}
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if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::ACCEPT;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_BORDER;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_VIDEOMODE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_VIDEOMODE;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_DEC_ZOOM;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_INC_ZOOM;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_SHADERS, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_SHADERS;
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}
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if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::NEXT_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::PREVIOUS_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::PREVIOUS_PALETTE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_INTEGER_SCALE;
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}
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if (Input::get()->checkAction(InputAction::SHOW_DEBUG_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::SHOW_DEBUG_INFO;
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}
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return InputAction::NONE;
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}
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} // namespace
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// Funciones públicas
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void handle() {
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// Detectar qué acción global está siendo presionada
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InputAction action = getPressedAction();
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// Ejecutar el handler correspondiente usando switch statement
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switch (action) {
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case InputAction::EXIT:
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handleQuit();
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break;
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case InputAction::ACCEPT:
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handleSkipSection();
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break;
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case InputAction::TOGGLE_BORDER:
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handleToggleBorder();
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break;
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case InputAction::TOGGLE_VIDEOMODE:
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handleToggleVideoMode();
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break;
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case InputAction::WINDOW_DEC_ZOOM:
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handleDecWindowZoom();
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break;
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case InputAction::WINDOW_INC_ZOOM:
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handleIncWindowZoom();
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break;
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case InputAction::TOGGLE_SHADERS:
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handleToggleShaders();
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break;
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case InputAction::NEXT_PALETTE:
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handleNextPalette();
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break;
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case InputAction::PREVIOUS_PALETTE:
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handlePreviousPalette();
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break;
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case InputAction::TOGGLE_INTEGER_SCALE:
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handleToggleIntegerScale();
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break;
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case InputAction::SHOW_DEBUG_INFO:
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handleShowDebugInfo();
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break;
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case InputAction::NONE:
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default:
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// No se presionó ninguna acción global
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break;
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}
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}
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} // namespace GlobalInputs
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