refactor(#28): Input rep Config::PlayerBindings per paràmetre
Pas 3/N del hallazgo #28. Input deixa d'incloure game/options.hpp. Els antics applyPlayerXFromOptions es renombren a applyPlayerXBindings(const Config::PlayerBindings&) i reben els bindings per paràmetre en lloc de llegir-los del global Options::*. El Director hi passa Options::player1/2 als call-sites. Esborrats applyKeyboardBindingsFromOptions i applyGamepadBindingsFromOptions que no eren cridats per ningú (dead code aprofitat). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+24
-54
@@ -8,8 +8,6 @@
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#include <unordered_map> // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator
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#include <utility> // Para move
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#include "game/options.hpp" // Para Options::controls
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// Singleton
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Input* Input::instance = nullptr;
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@@ -51,34 +49,6 @@ void Input::bindKey(Action action, SDL_Scancode code) {
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keyboard_.bindings[action].scancode = code;
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}
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// Aplica las teclas configuradas desde Options
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void Input::applyKeyboardBindingsFromOptions() {
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bindKey(Action::LEFT, Options::keyboard_controls.key_left);
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bindKey(Action::RIGHT, Options::keyboard_controls.key_right);
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bindKey(Action::THRUST, Options::keyboard_controls.key_thrust);
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}
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// Aplica configuración de botones del gamepad desde Options al primer gamepad conectado
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void Input::applyGamepadBindingsFromOptions() {
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// Si no hay gamepads conectados, no hay nada que hacer
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if (gamepads_.empty()) {
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return;
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}
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// Obtener el primer gamepad conectado
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const auto& gamepad = gamepads_[0];
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// Aplicar bindings desde Options
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// Los valores pueden ser:
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// - 0-20+: Botones SDL_GamepadButton (DPAD, face buttons, shoulders)
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// - 100: L2 trigger
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// - 101: R2 trigger
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// - 200+: Ejes del stick analógico
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gamepad->bindings[Action::LEFT].button = Options::gamepad_controls.button_left;
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gamepad->bindings[Action::RIGHT].button = Options::gamepad_controls.button_right;
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gamepad->bindings[Action::THRUST].button = Options::gamepad_controls.button_thrust;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) {
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if (gamepad != nullptr) {
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@@ -494,22 +464,22 @@ auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::
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// ========== MÉTODOS ESPECÍFICOS POR JUGADOR (ORNI) ==========
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// Aplica configuración de controles del player 1
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void Input::applyPlayer1BindingsFromOptions() {
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void Input::applyPlayer1Bindings(const Config::PlayerBindings& bindings) {
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// 1. Aplicar bindings de teclado (NO usar bindKey, llenar mapa específico)
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player1_keyboard_bindings_[Action::LEFT].scancode = Options::player1.keyboard.key_left;
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player1_keyboard_bindings_[Action::RIGHT].scancode = Options::player1.keyboard.key_right;
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player1_keyboard_bindings_[Action::THRUST].scancode = Options::player1.keyboard.key_thrust;
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player1_keyboard_bindings_[Action::SHOOT].scancode = Options::player1.keyboard.key_shoot;
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player1_keyboard_bindings_[Action::START].scancode = Options::player1.keyboard.key_start;
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player1_keyboard_bindings_[Action::LEFT].scancode = bindings.keyboard.key_left;
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player1_keyboard_bindings_[Action::RIGHT].scancode = bindings.keyboard.key_right;
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player1_keyboard_bindings_[Action::THRUST].scancode = bindings.keyboard.key_thrust;
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player1_keyboard_bindings_[Action::SHOOT].scancode = bindings.keyboard.key_shoot;
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player1_keyboard_bindings_[Action::START].scancode = bindings.keyboard.key_start;
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// 2. Encontrar gamepad por nombre (o usar primer gamepad como fallback)
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std::shared_ptr<Gamepad> gamepad = nullptr;
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if (Options::player1.gamepad_name.empty()) {
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if (bindings.gamepad_name.empty()) {
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// Fallback: usar primer gamepad disponible
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gamepad = (!gamepads_.empty()) ? gamepads_[0] : nullptr;
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} else {
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// Buscar por nombre
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gamepad = findAvailableGamepadByName(Options::player1.gamepad_name);
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gamepad = findAvailableGamepadByName(bindings.gamepad_name);
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}
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if (!gamepad) {
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@@ -518,32 +488,32 @@ void Input::applyPlayer1BindingsFromOptions() {
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}
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// 3. Aplicar bindings de gamepad
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gamepad->bindings[Action::LEFT].button = Options::player1.gamepad.button_left;
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gamepad->bindings[Action::RIGHT].button = Options::player1.gamepad.button_right;
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gamepad->bindings[Action::THRUST].button = Options::player1.gamepad.button_thrust;
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gamepad->bindings[Action::SHOOT].button = Options::player1.gamepad.button_shoot;
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gamepad->bindings[Action::LEFT].button = bindings.gamepad.button_left;
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gamepad->bindings[Action::RIGHT].button = bindings.gamepad.button_right;
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gamepad->bindings[Action::THRUST].button = bindings.gamepad.button_thrust;
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gamepad->bindings[Action::SHOOT].button = bindings.gamepad.button_shoot;
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// 4. Cachear referencia
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player1_gamepad_ = gamepad;
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}
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// Aplica configuración de controles del player 2
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void Input::applyPlayer2BindingsFromOptions() {
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void Input::applyPlayer2Bindings(const Config::PlayerBindings& bindings) {
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// 1. Aplicar bindings de teclado (mapa específico de P2, no sobrescribe P1)
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player2_keyboard_bindings_[Action::LEFT].scancode = Options::player2.keyboard.key_left;
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player2_keyboard_bindings_[Action::RIGHT].scancode = Options::player2.keyboard.key_right;
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player2_keyboard_bindings_[Action::THRUST].scancode = Options::player2.keyboard.key_thrust;
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player2_keyboard_bindings_[Action::SHOOT].scancode = Options::player2.keyboard.key_shoot;
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player2_keyboard_bindings_[Action::START].scancode = Options::player2.keyboard.key_start;
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player2_keyboard_bindings_[Action::LEFT].scancode = bindings.keyboard.key_left;
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player2_keyboard_bindings_[Action::RIGHT].scancode = bindings.keyboard.key_right;
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player2_keyboard_bindings_[Action::THRUST].scancode = bindings.keyboard.key_thrust;
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player2_keyboard_bindings_[Action::SHOOT].scancode = bindings.keyboard.key_shoot;
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player2_keyboard_bindings_[Action::START].scancode = bindings.keyboard.key_start;
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// 2. Encontrar gamepad por nombre (o usar segundo gamepad como fallback)
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std::shared_ptr<Gamepad> gamepad = nullptr;
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if (Options::player2.gamepad_name.empty()) {
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if (bindings.gamepad_name.empty()) {
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// Fallback: usar segundo gamepad disponible
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gamepad = (gamepads_.size() > 1) ? gamepads_[1] : nullptr;
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} else {
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// Buscar por nombre
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gamepad = findAvailableGamepadByName(Options::player2.gamepad_name);
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gamepad = findAvailableGamepadByName(bindings.gamepad_name);
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}
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if (!gamepad) {
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@@ -552,10 +522,10 @@ void Input::applyPlayer2BindingsFromOptions() {
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}
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// 3. Aplicar bindings de gamepad
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gamepad->bindings[Action::LEFT].button = Options::player2.gamepad.button_left;
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gamepad->bindings[Action::RIGHT].button = Options::player2.gamepad.button_right;
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gamepad->bindings[Action::THRUST].button = Options::player2.gamepad.button_thrust;
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gamepad->bindings[Action::SHOOT].button = Options::player2.gamepad.button_shoot;
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gamepad->bindings[Action::LEFT].button = bindings.gamepad.button_left;
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gamepad->bindings[Action::RIGHT].button = bindings.gamepad.button_right;
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gamepad->bindings[Action::THRUST].button = bindings.gamepad.button_thrust;
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gamepad->bindings[Action::SHOOT].button = bindings.gamepad.button_shoot;
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// 4. Cachear referencia
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player2_gamepad_ = gamepad;
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+118
-119
@@ -9,153 +9,152 @@
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#include <unordered_map> // Para unordered_map
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#include <vector> // Para vector
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#include "core/config/engine_config.hpp"
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#include "core/input/input_types.hpp" // for InputAction
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// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
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class Input {
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public:
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// --- Constantes ---
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static constexpr bool ALLOW_REPEAT = true; // Permite repetición
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static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
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static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
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static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
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static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
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static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
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public:
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// --- Constantes ---
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static constexpr bool ALLOW_REPEAT = true; // Permite repetición
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static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
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static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
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static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
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static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
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static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
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// --- Tipos ---
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using Action = InputAction; // Alias para mantener compatibilidad
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// --- Tipos ---
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using Action = InputAction; // Alias para mantener compatibilidad
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// --- Estructuras ---
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struct KeyState {
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Uint8 scancode{0}; // Scancode asociado
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bool is_held{false}; // Está pulsada ahora mismo
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bool just_pressed{false}; // Se acaba de pulsar en este fotograma
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};
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// --- Estructuras ---
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struct KeyState {
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Uint8 scancode{0}; // Scancode asociado
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bool is_held{false}; // Está pulsada ahora mismo
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bool just_pressed{false}; // Se acaba de pulsar en este fotograma
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};
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struct ButtonState {
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int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)}; // GameControllerButton asociado
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bool is_held{false}; // Está pulsada ahora mismo
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bool just_pressed{false}; // Se acaba de pulsar en este fotograma
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bool axis_active{false}; // Estado del eje
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bool trigger_active{false}; // Estado del trigger como botón digital
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};
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struct ButtonState {
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int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)}; // GameControllerButton asociado
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bool is_held{false}; // Está pulsada ahora mismo
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bool just_pressed{false}; // Se acaba de pulsar en este fotograma
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bool axis_active{false}; // Estado del eje
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bool trigger_active{false}; // Estado del trigger como botón digital
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};
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struct Keyboard {
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std::unordered_map<Action, KeyState> bindings; // Mapa de acciones a estados de tecla
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};
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struct Keyboard {
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std::unordered_map<Action, KeyState> bindings; // Mapa de acciones a estados de tecla
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};
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struct Gamepad {
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SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
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SDL_JoystickID instance_id{0}; // ID de instancia del joystick
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std::string name; // Nombre del gamepad
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std::string path; // Ruta del dispositivo
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std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
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struct Gamepad {
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SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
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SDL_JoystickID instance_id{0}; // ID de instancia del joystick
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std::string name; // Nombre del gamepad
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std::string path; // Ruta del dispositivo
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std::unordered_map<Action, ButtonState> bindings; // Mapa de acciones a estados de botón
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explicit Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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path(std::string(SDL_GetGamepadPath(pad))),
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bindings{
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// Movimiento y acciones del player
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{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
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{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
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{Action::THRUST, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
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{Action::SHOOT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_SOUTH)}}} {}
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explicit Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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path(std::string(SDL_GetGamepadPath(pad))),
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bindings{
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// Movimiento y acciones del player
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{Action::LEFT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
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{Action::RIGHT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
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{Action::THRUST, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}},
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{Action::SHOOT, ButtonState{.button = static_cast<int>(SDL_GAMEPAD_BUTTON_SOUTH)}}} {}
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~Gamepad() {
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if (pad != nullptr) {
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SDL_CloseGamepad(pad);
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}
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}
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~Gamepad() {
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if (pad != nullptr) {
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SDL_CloseGamepad(pad);
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}
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}
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// Reasigna un botón a una acción
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void rebindAction(Action action, SDL_GamepadButton new_button) {
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bindings[action].button = static_cast<int>(new_button);
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}
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};
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// Reasigna un botón a una acción
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void rebindAction(Action action, SDL_GamepadButton new_button) {
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bindings[action].button = static_cast<int>(new_button);
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}
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};
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// --- Tipos ---
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using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
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// --- Tipos ---
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using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
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// --- Singleton ---
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static void init(const std::string& game_controller_db_path);
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static void destroy();
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static auto get() -> Input*;
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// --- Singleton ---
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static void init(const std::string& game_controller_db_path);
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static void destroy();
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static auto get() -> Input*;
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// --- Actualización del sistema ---
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void update(); // Actualiza estados de entrada
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// --- Actualización del sistema ---
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void update(); // Actualiza estados de entrada
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// --- Configuración de controles ---
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void bindKey(Action action, SDL_Scancode code);
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void applyKeyboardBindingsFromOptions();
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void applyGamepadBindingsFromOptions();
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// --- Configuración de controles ---
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void bindKey(Action action, SDL_Scancode code);
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// Configuración por player (Orni - dos jugadores)
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void applyPlayer1BindingsFromOptions();
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void applyPlayer2BindingsFromOptions();
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// Configuración por player (Orni - dos jugadores)
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void applyPlayer1Bindings(const Config::PlayerBindings& bindings);
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void applyPlayer2Bindings(const Config::PlayerBindings& bindings);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
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// --- Consulta de entrada ---
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auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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void resetInputStates();
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// --- Consulta de entrada ---
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auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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void resetInputStates();
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// Consulta por player (Orni - dos jugadores)
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auto checkActionPlayer1(Action action, bool repeat = true) -> bool;
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auto checkActionPlayer2(Action action, bool repeat = true) -> bool;
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// Consulta por player (Orni - dos jugadores)
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auto checkActionPlayer1(Action action, bool repeat = true) -> bool;
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auto checkActionPlayer2(Action action, bool repeat = true) -> bool;
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// Check if any player pressed any action from a list
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auto checkAnyPlayerAction(const std::span<const InputAction>& actions, bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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// Check if any player pressed any action from a list
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auto checkAnyPlayerAction(const std::span<const InputAction>& actions, bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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// --- Gestión de gamepads ---
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[[nodiscard]] auto gameControllerFound() const -> bool;
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[[nodiscard]] auto getNumGamepads() const -> int;
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[[nodiscard]] auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
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[[nodiscard]] auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
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[[nodiscard]] auto getGamepads() const -> const Gamepads& { return gamepads_; }
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auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
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static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
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[[nodiscard]] auto getControllerNames() const -> std::vector<std::string>;
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[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
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void printConnectedGamepads() const;
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// --- Gestión de gamepads ---
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[[nodiscard]] auto gameControllerFound() const -> bool;
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[[nodiscard]] auto getNumGamepads() const -> int;
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[[nodiscard]] auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
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[[nodiscard]] auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
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[[nodiscard]] auto getGamepads() const -> const Gamepads& { return gamepads_; }
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auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
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static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
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[[nodiscard]] auto getControllerNames() const -> std::vector<std::string>;
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[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
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void printConnectedGamepads() const;
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// --- Eventos ---
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auto handleEvent(const SDL_Event& event) -> std::string;
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// --- Eventos ---
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auto handleEvent(const SDL_Event& event) -> std::string;
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private:
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// --- Constantes ---
|
||||
static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
|
||||
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
|
||||
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::SHOOT}; // Inputs que usan botones
|
||||
private:
|
||||
// --- Constantes ---
|
||||
static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
|
||||
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
|
||||
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::SHOOT}; // Inputs que usan botones
|
||||
|
||||
// --- Métodos ---
|
||||
explicit Input(std::string game_controller_db_path);
|
||||
~Input() = default;
|
||||
// --- Métodos ---
|
||||
explicit Input(std::string game_controller_db_path);
|
||||
~Input() = default;
|
||||
|
||||
void initSDLGamePad();
|
||||
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
void initSDLGamePad();
|
||||
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
|
||||
auto addGamepad(int device_index) -> std::string;
|
||||
auto removeGamepad(SDL_JoystickID id) -> std::string;
|
||||
void addGamepadMappingsFromFile();
|
||||
void discoverGamepads();
|
||||
|
||||
// --- Variables miembro ---
|
||||
static Input* instance; // Instancia única del singleton
|
||||
// --- Variables miembro ---
|
||||
static Input* instance; // Instancia única del singleton
|
||||
|
||||
Gamepads gamepads_; // Lista de gamepads conectados
|
||||
Keyboard keyboard_{}; // Estado del teclado (solo acciones globales)
|
||||
std::string gamepad_mappings_file_; // Ruta al archivo de mappings
|
||||
Gamepads gamepads_; // Lista de gamepads conectados
|
||||
Keyboard keyboard_{}; // Estado del teclado (solo acciones globales)
|
||||
std::string gamepad_mappings_file_; // Ruta al archivo de mappings
|
||||
|
||||
// Referencias cacheadas a gamepads por player (Orni)
|
||||
std::shared_ptr<Gamepad> player1_gamepad_;
|
||||
std::shared_ptr<Gamepad> player2_gamepad_;
|
||||
// Referencias cacheadas a gamepads por player (Orni)
|
||||
std::shared_ptr<Gamepad> player1_gamepad_;
|
||||
std::shared_ptr<Gamepad> player2_gamepad_;
|
||||
|
||||
// Mapas de bindings separados por player (Orni - dos jugadores)
|
||||
std::unordered_map<Action, KeyState> player1_keyboard_bindings_;
|
||||
std::unordered_map<Action, KeyState> player2_keyboard_bindings_;
|
||||
// Mapas de bindings separados por player (Orni - dos jugadores)
|
||||
std::unordered_map<Action, KeyState> player1_keyboard_bindings_;
|
||||
std::unordered_map<Action, KeyState> player2_keyboard_bindings_;
|
||||
};
|
||||
@@ -99,8 +99,8 @@ Director::Director(std::vector<std::string> const& args) {
|
||||
Input::init("data/gamecontrollerdb.txt");
|
||||
|
||||
// Aplicar configuración de controls dels jugadors
|
||||
Input::get()->applyPlayer1BindingsFromOptions();
|
||||
Input::get()->applyPlayer2BindingsFromOptions();
|
||||
Input::get()->applyPlayer1Bindings(Options::player1);
|
||||
Input::get()->applyPlayer2Bindings(Options::player2);
|
||||
|
||||
if (Options::console) {
|
||||
std::cout << "Configuración carregada\n";
|
||||
|
||||
Reference in New Issue
Block a user