feat(input): accio MENU i assignacio de mando per path + name

Afegeix l'accio MENU a InputAction (obre el menu de servei des del mando,
equivalent a F12 al teclat) i els camps gamepad.button_start i
gamepad.button_menu al config per jugador. Tambe afegeix gamepad_path
per distingir dos mandos del mateix model i prioritza path > name >
slot a applyPlayerNBindings via el nou resolvePlayerGamepad.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-24 19:56:59 +02:00
parent e5a91825b1
commit 3e8f2f35bf
7 changed files with 82 additions and 5 deletions
+3
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@@ -48,12 +48,15 @@ namespace Config {
int button_right{SDL_GAMEPAD_BUTTON_DPAD_RIGHT};
int button_thrust{SDL_GAMEPAD_BUTTON_WEST}; // X button
int button_shoot{SDL_GAMEPAD_BUTTON_SOUTH}; // A button
int button_start{SDL_GAMEPAD_BUTTON_START}; // Start button
int button_menu{SDL_GAMEPAD_BUTTON_BACK}; // Select/Back -> obre menu servei
};
struct PlayerBindings {
KeyboardBindings keyboard{};
GamepadBindings gamepad{};
std::string gamepad_name; // Empty = auto-assign by index
std::string gamepad_path; // Prioritari sobre name per distingir mateixos models
};
struct AudioConfig {
+9 -1
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@@ -62,7 +62,9 @@ class Input {
{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
{Action::THRUST, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
{Action::SHOOT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_SOUTH)}}} {}
{Action::SHOOT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_SOUTH)}},
{Action::START, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_START)}},
{Action::MENU, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_BACK)}}} {}
~Gamepad() {
if (pad != nullptr) {
@@ -107,6 +109,10 @@ class Input {
auto checkActionPlayer1(Action action, bool repeat = true) -> bool;
auto checkActionPlayer2(Action action, bool repeat = true) -> bool;
// Accés al gamepad assignat per jugador (0=P1, 1=P2). nullptr si no n'hi
// ha cap d'assignat o connectat. Usat per la UI de redefinició de botons.
[[nodiscard]] auto getPlayerGamepad(int player_index) const -> std::shared_ptr<Gamepad>;
// Check if any player pressed any action from a list
auto checkAnyPlayerAction(const std::span<const InputAction>& actions, bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
@@ -142,6 +148,8 @@ class Input {
auto removeGamepad(SDL_JoystickID id) -> std::string;
void addGamepadMappingsFromFile();
void discoverGamepads();
auto resolvePlayerGamepad(const Config::PlayerBindings& bindings,
std::size_t fallback_index) -> std::shared_ptr<Gamepad>;
// --- Variables miembro ---
static Input* instance; // Instancia única del singleton
+4
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@@ -6,6 +6,8 @@ const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
{InputAction::RIGHT, "RIGHT"},
{InputAction::THRUST, "THRUST"},
{InputAction::SHOOT, "SHOOT"},
{InputAction::START, "START"},
{InputAction::MENU, "MENU"},
{InputAction::WINDOW_INC_ZOOM, "WINDOW_INC_ZOOM"},
{InputAction::WINDOW_DEC_ZOOM, "WINDOW_DEC_ZOOM"},
{InputAction::TOGGLE_FULLSCREEN, "TOGGLE_FULLSCREEN"},
@@ -18,6 +20,8 @@ const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
{"RIGHT", InputAction::RIGHT},
{"THRUST", InputAction::THRUST},
{"SHOOT", InputAction::SHOOT},
{"START", InputAction::START},
{"MENU", InputAction::MENU},
{"WINDOW_INC_ZOOM", InputAction::WINDOW_INC_ZOOM},
{"WINDOW_DEC_ZOOM", InputAction::WINDOW_DEC_ZOOM},
{"TOGGLE_FULLSCREEN", InputAction::TOGGLE_FULLSCREEN},
+1
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@@ -15,6 +15,7 @@ enum class InputAction : std::uint8_t { // Acciones de entrada posibles en el j
THRUST, // Acelerar
SHOOT, // Disparar
START, // Empezar match
MENU, // Abrir/cerrar menu de servicio (equivalent a F12)
// Inputs de sistema (globales)
WINDOW_INC_ZOOM, // F2
+36
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@@ -43,6 +43,37 @@ namespace GlobalEvents {
return true;
}
// Botó MENU al mando d'algun jugador → alterna el menú de servei
// (mateix comportament que F12 al teclat). Retorna true si l'event és
// un GAMEPAD_BUTTON_DOWN consumit.
auto handleGamepadMenuButton(const SDL_Event& event) -> bool {
if (event.type != SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
return false;
}
auto* input = Input::get();
if (input == nullptr) {
return false;
}
auto match_player = [&](int player_index) {
auto pad = input->getPlayerGamepad(player_index);
if (!pad || pad->instance_id != event.gbutton.which) {
return false;
}
auto it = pad->bindings.find(InputAction::MENU);
if (it == pad->bindings.end()) {
return false;
}
return it->second.button == static_cast<int>(event.gbutton.button);
};
if (!match_player(0) && !match_player(1)) {
return false;
}
if (auto* menu = System::ServiceMenu::get(); menu != nullptr) {
menu->toggle();
}
return true;
}
} // namespace
auto handle(const SDL_Event& event, SDLManager& sdl, SceneContext& context) -> bool {
@@ -62,6 +93,11 @@ namespace GlobalEvents {
// 3. Gestió del ratolí (auto-ocultar)
Mouse::handleEvent(event);
// 3b. Botó MENU al mando (equivalent a F12)
if (handleGamepadMenuButton(event)) {
return true;
}
// 4. Service Menu (F12): consumeix tot KEY_DOWN excepte tecles de
// funció (F1-F12) i ESC, que continuen sent globals (zoom, fullscreen,
// vsync, AA, postfx, locale, exit prompt). Aixi el menu captura
+28 -4
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@@ -373,12 +373,21 @@ namespace ConfigYaml {
if (gp.contains("button_shoot")) {
player1.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
if (gp.contains("button_start")) {
player1.gamepad.button_start = stringToButton(gp["button_start"].get_value<std::string>());
}
if (gp.contains("button_menu")) {
player1.gamepad.button_menu = stringToButton(gp["button_menu"].get_value<std::string>());
}
}
// Carregar nom del gamepad
// Carregar nom i path del gamepad assignat
if (p1.contains("gamepad_name")) {
player1.gamepad_name = p1["gamepad_name"].get_value<std::string>();
}
if (p1.contains("gamepad_path")) {
player1.gamepad_path = p1["gamepad_path"].get_value<std::string>();
}
}
// Carregar controls del player 2 desde YAML
@@ -421,12 +430,21 @@ namespace ConfigYaml {
if (gp.contains("button_shoot")) {
player2.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
}
if (gp.contains("button_start")) {
player2.gamepad.button_start = stringToButton(gp["button_start"].get_value<std::string>());
}
if (gp.contains("button_menu")) {
player2.gamepad.button_menu = stringToButton(gp["button_menu"].get_value<std::string>());
}
}
// Carregar nom del gamepad
// Carregar nom i path del gamepad assignat
if (p2.contains("gamepad_name")) {
player2.gamepad_name = p2["gamepad_name"].get_value<std::string>();
}
if (p2.contains("gamepad_path")) {
player2.gamepad_path = p2["gamepad_path"].get_value<std::string>();
}
}
// Carregar configuración des del file YAML
@@ -531,7 +549,10 @@ namespace ConfigYaml {
file << " button_right: " << buttonToString(player1.gamepad.button_right) << "\n";
file << " button_thrust: " << buttonToString(player1.gamepad.button_thrust) << "\n";
file << " button_shoot: " << buttonToString(player1.gamepad.button_shoot) << "\n";
file << " gamepad_name: \"" << player1.gamepad_name << "\" # Buit = primer disponible\n\n";
file << " button_start: " << buttonToString(player1.gamepad.button_start) << "\n";
file << " button_menu: " << buttonToString(player1.gamepad.button_menu) << "\n";
file << " gamepad_name: \"" << player1.gamepad_name << "\" # Buit = primer disponible\n";
file << " gamepad_path: \"" << player1.gamepad_path << "\" # Prioritari sobre name\n\n";
}
// Guardar controls del player 2 a YAML
@@ -548,7 +569,10 @@ namespace ConfigYaml {
file << " button_right: " << buttonToString(player2.gamepad.button_right) << "\n";
file << " button_thrust: " << buttonToString(player2.gamepad.button_thrust) << "\n";
file << " button_shoot: " << buttonToString(player2.gamepad.button_shoot) << "\n";
file << " gamepad_name: \"" << player2.gamepad_name << "\" # Buit = segon disponible\n\n";
file << " button_start: " << buttonToString(player2.gamepad.button_start) << "\n";
file << " button_menu: " << buttonToString(player2.gamepad.button_menu) << "\n";
file << " gamepad_name: \"" << player2.gamepad_name << "\" # Buit = segon disponible\n";
file << " gamepad_path: \"" << player2.gamepad_path << "\" # Prioritari sobre name\n\n";
}
// Guardar configuración al file YAML
+1
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@@ -28,6 +28,7 @@ namespace ConfigYaml {
.key_start = SDL_SCANCODE_2,
},
.gamepad_name = "",
.gamepad_path = "",
},
};