fix: controls en el mando
This commit is contained in:
@@ -390,12 +390,21 @@ void Input::update() { // NOLINT(readability-convert-member-functions-to-static
|
||||
|
||||
// --- MANDOS ---
|
||||
for (const auto& gamepad : gamepads_) {
|
||||
for (auto& binding : gamepad->bindings) {
|
||||
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(binding.second.button))) != 0;
|
||||
for (auto& [action, state] : gamepad->bindings) {
|
||||
bool is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(state.button))) != 0;
|
||||
|
||||
// JUMP accepta qualsevol dels 4 botons frontals (South/East/North/West)
|
||||
if (action == Action::JUMP) {
|
||||
is_down_now = is_down_now ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_SOUTH) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_EAST) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_NORTH) != 0) ||
|
||||
(SDL_GetGamepadButton(gamepad->pad, SDL_GAMEPAD_BUTTON_WEST) != 0);
|
||||
}
|
||||
|
||||
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
|
||||
binding.second.just_pressed = button_is_down_now && !binding.second.is_held;
|
||||
binding.second.is_held = button_is_down_now;
|
||||
state.just_pressed = is_down_now && !state.is_held;
|
||||
state.is_held = is_down_now;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user