netejant capçaleres
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@@ -28,6 +28,33 @@ auto Input::get() -> Input* { return Input::instance; }
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Input::Input(std::string game_controller_db_path, std::string gamepad_configs_file)
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: gamepad_mappings_file_(std::move(game_controller_db_path)),
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gamepad_configs_file_(std::move(gamepad_configs_file)) {
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// Inicializar bindings del teclado
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keyboard_.bindings = {
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// Movimiento del jugador
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{Action::LEFT, KeyState{SDL_SCANCODE_LEFT}},
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{Action::RIGHT, KeyState{SDL_SCANCODE_RIGHT}},
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{Action::JUMP, KeyState{SDL_SCANCODE_UP}},
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// Inputs de control
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{Action::ACCEPT, KeyState{SDL_SCANCODE_RETURN}},
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{Action::CANCEL, KeyState{SDL_SCANCODE_ESCAPE}},
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{Action::EXIT, KeyState{SDL_SCANCODE_ESCAPE}},
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// Inputs de sistema
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{Action::WINDOW_DEC_ZOOM, KeyState{SDL_SCANCODE_F1}},
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{Action::WINDOW_INC_ZOOM, KeyState{SDL_SCANCODE_F2}},
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{Action::TOGGLE_FULLSCREEN, KeyState{SDL_SCANCODE_F3}},
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{Action::TOGGLE_SHADERS, KeyState{SDL_SCANCODE_F4}},
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{Action::NEXT_PALETTE, KeyState{SDL_SCANCODE_F5}},
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{Action::PREVIOUS_PALETTE, KeyState{SDL_SCANCODE_F6}},
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{Action::TOGGLE_INTEGER_SCALE, KeyState{SDL_SCANCODE_F7}},
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{Action::TOGGLE_MUSIC, KeyState{SDL_SCANCODE_F8}},
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{Action::TOGGLE_BORDER, KeyState{SDL_SCANCODE_F9}},
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{Action::TOGGLE_VSYNC, KeyState{SDL_SCANCODE_F10}},
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{Action::TOGGLE_DEBUG, KeyState{SDL_SCANCODE_F12}},
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{Action::SHOW_DEBUG_INFO, KeyState{SDL_SCANCODE_F11}}
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};
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initSDLGamePad(); // Inicializa el subsistema SDL_INIT_GAMEPAD
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}
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