integrada classe Input
This commit is contained in:
@@ -11,6 +11,7 @@
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#include "core/defaults.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/input/input.hpp"
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#include "core/rendering/shape_renderer.hpp"
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#include "game/constants.hpp"
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@@ -71,35 +72,43 @@ void Nau::processar_input(float delta_time, uint8_t player_id) {
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if (esta_tocada_)
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return;
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// Obtenir estat actual del teclat (no events, sinó estat continu)
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const bool* keyboard_state = SDL_GetKeyboardState(nullptr);
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auto* input = Input::get();
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// Seleccionar controles según player_id
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SDL_Scancode key_right = (player_id == 0)
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? Defaults::Controls::P1::ROTATE_RIGHT
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: Defaults::Controls::P2::ROTATE_RIGHT;
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SDL_Scancode key_left = (player_id == 0)
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? Defaults::Controls::P1::ROTATE_LEFT
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: Defaults::Controls::P2::ROTATE_LEFT;
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SDL_Scancode key_thrust = (player_id == 0)
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? Defaults::Controls::P1::THRUST
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: Defaults::Controls::P2::THRUST;
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// Processar input segons el jugador
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if (player_id == 0) {
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// Jugador 1
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if (input->checkActionPlayer1(InputAction::RIGHT, Input::ALLOW_REPEAT)) {
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angle_ += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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// Rotació
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if (keyboard_state[key_right]) {
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angle_ += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer1(InputAction::LEFT, Input::ALLOW_REPEAT)) {
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angle_ -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (keyboard_state[key_left]) {
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angle_ -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer1(InputAction::THRUST, Input::ALLOW_REPEAT)) {
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if (velocitat_ < Defaults::Physics::MAX_VELOCITY) {
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velocitat_ += Defaults::Physics::ACCELERATION * delta_time;
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if (velocitat_ > Defaults::Physics::MAX_VELOCITY) {
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velocitat_ = Defaults::Physics::MAX_VELOCITY;
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}
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}
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}
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} else {
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// Jugador 2
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if (input->checkActionPlayer2(InputAction::RIGHT, Input::ALLOW_REPEAT)) {
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angle_ += Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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// Acceleració
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if (keyboard_state[key_thrust]) {
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if (velocitat_ < Defaults::Physics::MAX_VELOCITY) {
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velocitat_ += Defaults::Physics::ACCELERATION * delta_time;
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if (velocitat_ > Defaults::Physics::MAX_VELOCITY) {
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velocitat_ = Defaults::Physics::MAX_VELOCITY;
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if (input->checkActionPlayer2(InputAction::LEFT, Input::ALLOW_REPEAT)) {
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angle_ -= Defaults::Physics::ROTATION_SPEED * delta_time;
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}
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if (input->checkActionPlayer2(InputAction::THRUST, Input::ALLOW_REPEAT)) {
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if (velocitat_ < Defaults::Physics::MAX_VELOCITY) {
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velocitat_ += Defaults::Physics::ACCELERATION * delta_time;
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if (velocitat_ > Defaults::Physics::MAX_VELOCITY) {
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velocitat_ = Defaults::Physics::MAX_VELOCITY;
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}
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}
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}
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}
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@@ -11,6 +11,7 @@
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#include <vector>
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#include "core/audio/audio.hpp"
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#include "core/input/input.hpp"
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#include "core/input/mouse.hpp"
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#include "core/math/easing.hpp"
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#include "core/rendering/line_renderer.hpp"
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@@ -74,6 +75,9 @@ void EscenaJoc::executar() {
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// Actualitzar visibilitat del cursor (auto-ocultar)
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Mouse::updateCursorVisibility();
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// Actualitzar sistema d'input ABANS del event loop
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Input::get()->update();
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// Processar events SDL
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while (SDL_PollEvent(&event)) {
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// Manejo de finestra
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@@ -82,12 +86,7 @@ void EscenaJoc::executar() {
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}
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// Events globals (F1/F2/F3/ESC/QUIT)
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if (GlobalEvents::handle(event, sdl_, context_)) {
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continue;
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}
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// Processament específic del joc (SPACE per disparar)
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processar_input(event);
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GlobalEvents::handle(event, sdl_, context_);
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}
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// Actualitzar física del joc amb delta_time real
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@@ -180,6 +179,21 @@ void EscenaJoc::inicialitzar() {
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}
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void EscenaJoc::actualitzar(float delta_time) {
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// Processar disparos (state-based, no event-based)
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if (!game_over_) {
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auto* input = Input::get();
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// Jugador 1 dispara
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if (input->checkActionPlayer1(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
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disparar_bala(0);
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}
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// Jugador 2 dispara
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if (input->checkActionPlayer2(InputAction::SHOOT, Input::DO_NOT_ALLOW_REPEAT)) {
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disparar_bala(1);
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}
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}
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// Check game over state first
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if (game_over_) {
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// Game over: only update timer, enemies, bullets, and debris
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@@ -534,28 +548,6 @@ void EscenaJoc::dibuixar() {
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}
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}
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void EscenaJoc::processar_input(const SDL_Event& event) {
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// Ignore ship controls during game over
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if (game_over_) {
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return;
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}
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// Processament d'input per events puntuals (no continus)
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// L'input continu (fletxes/WASD) es processa en actualitzar() amb
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// SDL_GetKeyboardState()
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if (event.type == SDL_EVENT_KEY_DOWN) {
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// P1 shoot
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if (event.key.key == Defaults::Controls::P1::SHOOT) {
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disparar_bala(0);
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}
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// P2 shoot
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else if (event.key.key == Defaults::Controls::P2::SHOOT) {
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disparar_bala(1);
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}
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}
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}
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void EscenaJoc::tocado(uint8_t player_id) {
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// Death sequence: 3 phases
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// Phase 1: First call (itocado_per_jugador_[player_id] == 0) - trigger explosion
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@@ -34,7 +34,6 @@ class EscenaJoc {
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void inicialitzar();
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void actualitzar(float delta_time);
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void dibuixar();
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void processar_input(const SDL_Event& event);
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private:
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SDLManager& sdl_;
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@@ -11,6 +11,7 @@
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#include "core/audio/audio.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/input/input.hpp"
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#include "core/input/mouse.hpp"
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#include "core/rendering/shape_renderer.hpp"
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#include "core/system/context_escenes.hpp"
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@@ -82,6 +83,9 @@ void EscenaLogo::executar() {
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// Actualitzar visibilitat del cursor (auto-ocultar)
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Mouse::updateCursorVisibility();
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// Actualitzar sistema d'input ABANS del event loop
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Input::get()->update();
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// Processar events SDL
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while (SDL_PollEvent(&event)) {
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// Manejo de finestra
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@@ -312,6 +316,12 @@ void EscenaLogo::actualitzar(float delta_time) {
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break;
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}
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// Verificar botones de skip (SHOOT P1/P2)
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if (checkSkipButtonPressed()) {
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context_.canviar_escena(Escena::TITOL, Opcio::JUMP_TO_TITLE_MAIN);
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GestorEscenes::actual = Escena::TITOL;
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}
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// Actualitzar animacions de debris
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debris_manager_->actualitzar(delta_time);
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}
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@@ -404,16 +414,17 @@ void EscenaLogo::dibuixar() {
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sdl_.presenta();
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}
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void EscenaLogo::processar_events(const SDL_Event& event) {
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// Qualsevol tecla o clic de ratolí salta a la pantalla de títol
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if (event.type == SDL_EVENT_KEY_DOWN ||
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event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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// Utilitzar context per especificar escena i opció
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context_.canviar_escena(
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Escena::TITOL,
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Opcio::JUMP_TO_TITLE_MAIN
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);
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// Backward compatibility: També actualitzar GestorEscenes::actual
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GestorEscenes::actual = Escena::TITOL;
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auto EscenaLogo::checkSkipButtonPressed() -> bool {
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auto* input = Input::get();
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for (auto action : SKIP_BUTTONS_LOGO) {
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if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT) ||
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input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
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return true;
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}
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}
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return false;
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}
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void EscenaLogo::processar_events(const SDL_Event& event) {
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// No procesar eventos genéricos aquí - la lógica se movió a actualitzar()
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}
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@@ -6,16 +6,23 @@
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#include <SDL3/SDL.h>
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#include <array>
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#include <memory>
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#include <vector>
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#include "game/effects/debris_manager.hpp"
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#include "core/defaults.hpp"
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#include "core/graphics/shape.hpp"
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#include "core/input/input_types.hpp"
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#include "core/rendering/sdl_manager.hpp"
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#include "core/system/context_escenes.hpp"
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#include "core/types.hpp"
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// Botones que permiten saltar la escena (extensible)
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static constexpr std::array<InputAction, 1> SKIP_BUTTONS_LOGO = {
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InputAction::SHOOT
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};
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class EscenaLogo {
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public:
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explicit EscenaLogo(SDLManager& sdl, GestorEscenes::ContextEscenes& context);
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@@ -80,6 +87,7 @@ class EscenaLogo {
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void actualitzar_explosions(float delta_time);
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void dibuixar();
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void processar_events(const SDL_Event& event);
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auto checkSkipButtonPressed() -> bool;
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// Mètodes de gestió d'estats
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void canviar_estat(EstatAnimacio nou_estat);
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@@ -10,6 +10,7 @@
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#include "core/audio/audio.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/input/input.hpp"
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#include "core/input/mouse.hpp"
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#include "core/rendering/shape_renderer.hpp"
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#include "core/system/context_escenes.hpp"
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@@ -254,6 +255,9 @@ void EscenaTitol::executar() {
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// Actualitzar visibilitat del cursor (auto-ocultar)
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Mouse::updateCursorVisibility();
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// Actualitzar sistema d'input ABANS del event loop
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Input::get()->update();
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// Processar events SDL
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while (SDL_PollEvent(&event)) {
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// Manejo de finestra
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@@ -368,6 +372,37 @@ void EscenaTitol::actualitzar(float delta_time) {
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}
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break;
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}
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// Verificar botones de skip (SHOOT P1/P2)
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if (checkSkipButtonPressed()) {
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switch (estat_actual_) {
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case EstatTitol::STARFIELD_FADE_IN:
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// Saltar fade-in, ir a MAIN
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estat_actual_ = EstatTitol::MAIN;
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starfield_->set_brightness(BRIGHTNESS_STARFIELD);
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temps_estat_main_ = 0.0f;
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break;
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case EstatTitol::STARFIELD:
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// Saltar starfield, ir a MAIN
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estat_actual_ = EstatTitol::MAIN;
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temps_estat_main_ = 0.0f;
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break;
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case EstatTitol::MAIN:
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// Iniciar partida (transición a JOC)
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context_.canviar_escena(Escena::JOC);
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estat_actual_ = EstatTitol::TRANSITION_TO_GAME;
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temps_acumulat_ = 0.0f;
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Audio::get()->fadeOutMusic(MUSIC_FADE);
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Audio::get()->playSound(Defaults::Sound::LASER, Audio::Group::GAME);
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break;
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case EstatTitol::TRANSITION_TO_GAME:
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// Ignorar inputs durante transición
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break;
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}
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}
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}
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void EscenaTitol::actualitzar_animacio_logo(float delta_time) {
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@@ -540,40 +575,17 @@ void EscenaTitol::dibuixar() {
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}
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}
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void EscenaTitol::processar_events(const SDL_Event& event) {
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// Qualsevol tecla o clic de ratolí
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if (event.type == SDL_EVENT_KEY_DOWN ||
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event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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switch (estat_actual_) {
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case EstatTitol::STARFIELD_FADE_IN:
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// Saltar directament a MAIN (ometre fade-in i starfield)
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estat_actual_ = EstatTitol::MAIN;
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starfield_->set_brightness(BRIGHTNESS_STARFIELD); // Assegurar brightness final
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temps_estat_main_ = 0.0f; // Reset timer per animació de títol
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break;
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case EstatTitol::STARFIELD:
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// Saltar a MAIN
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estat_actual_ = EstatTitol::MAIN;
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temps_estat_main_ = 0.0f; // Reset timer
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break;
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case EstatTitol::MAIN:
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// Utilitzar context per transició a JOC
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context_.canviar_escena(Escena::JOC);
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// NO actualitzar GestorEscenes::actual aquí!
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// La transició es fa en l'estat TRANSITION_TO_GAME
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// Iniciar transició amb fade-out de música
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estat_actual_ = EstatTitol::TRANSITION_TO_GAME;
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temps_acumulat_ = 0.0f; // Reset del comptador
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Audio::get()->fadeOutMusic(MUSIC_FADE); // Fade
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Audio::get()->playSound(Defaults::Sound::LASER, Audio::Group::GAME);
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break;
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case EstatTitol::TRANSITION_TO_GAME:
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// Ignorar inputs durant la transició
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break;
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auto EscenaTitol::checkSkipButtonPressed() -> bool {
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auto* input = Input::get();
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for (auto action : SKIP_BUTTONS_TITOL) {
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if (input->checkActionPlayer1(action, Input::DO_NOT_ALLOW_REPEAT) ||
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input->checkActionPlayer2(action, Input::DO_NOT_ALLOW_REPEAT)) {
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return true;
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}
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}
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return false;
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}
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void EscenaTitol::processar_events(const SDL_Event& event) {
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// No procesar eventos genéricos aquí - la lógica se movió a actualitzar()
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}
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@@ -6,6 +6,7 @@
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#include <SDL3/SDL.h>
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#include <array>
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#include <memory>
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#include <vector>
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@@ -13,10 +14,16 @@
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#include "core/graphics/shape.hpp"
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#include "core/graphics/starfield.hpp"
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#include "core/graphics/vector_text.hpp"
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#include "core/input/input_types.hpp"
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#include "core/rendering/sdl_manager.hpp"
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#include "core/system/context_escenes.hpp"
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#include "core/types.hpp"
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// Botones que permiten saltar/avanzar la escena (extensible)
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static constexpr std::array<InputAction, 1> SKIP_BUTTONS_TITOL = {
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InputAction::SHOOT
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};
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class EscenaTitol {
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public:
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explicit EscenaTitol(SDLManager& sdl, GestorEscenes::ContextEscenes& context);
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@@ -97,5 +104,6 @@ class EscenaTitol {
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void actualitzar_animacio_logo(float delta_time); // Actualitza l'animació orbital del logo
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void dibuixar();
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void processar_events(const SDL_Event& event);
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auto checkSkipButtonPressed() -> bool;
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void inicialitzar_titol(); // Carrega i posiciona les lletres del títol
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};
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@@ -3,6 +3,7 @@
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#include <fstream>
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#include <iostream>
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#include <string>
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#include <unordered_map>
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#include "core/defaults.hpp"
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#include "external/fkyaml_node.hpp"
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@@ -10,6 +11,111 @@
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namespace Options {
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// ========== FUNCIONS AUXILIARS PER CONVERSIÓ DE CONTROLES ==========
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// Mapa de SDL_Scancode a string
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static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING = {
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{SDL_SCANCODE_A, "A"}, {SDL_SCANCODE_B, "B"}, {SDL_SCANCODE_C, "C"}, {SDL_SCANCODE_D, "D"},
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{SDL_SCANCODE_E, "E"}, {SDL_SCANCODE_F, "F"}, {SDL_SCANCODE_G, "G"}, {SDL_SCANCODE_H, "H"},
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{SDL_SCANCODE_I, "I"}, {SDL_SCANCODE_J, "J"}, {SDL_SCANCODE_K, "K"}, {SDL_SCANCODE_L, "L"},
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{SDL_SCANCODE_M, "M"}, {SDL_SCANCODE_N, "N"}, {SDL_SCANCODE_O, "O"}, {SDL_SCANCODE_P, "P"},
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{SDL_SCANCODE_Q, "Q"}, {SDL_SCANCODE_R, "R"}, {SDL_SCANCODE_S, "S"}, {SDL_SCANCODE_T, "T"},
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{SDL_SCANCODE_U, "U"}, {SDL_SCANCODE_V, "V"}, {SDL_SCANCODE_W, "W"}, {SDL_SCANCODE_X, "X"},
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{SDL_SCANCODE_Y, "Y"}, {SDL_SCANCODE_Z, "Z"},
|
||||
{SDL_SCANCODE_1, "1"}, {SDL_SCANCODE_2, "2"}, {SDL_SCANCODE_3, "3"}, {SDL_SCANCODE_4, "4"},
|
||||
{SDL_SCANCODE_5, "5"}, {SDL_SCANCODE_6, "6"}, {SDL_SCANCODE_7, "7"}, {SDL_SCANCODE_8, "8"},
|
||||
{SDL_SCANCODE_9, "9"}, {SDL_SCANCODE_0, "0"},
|
||||
{SDL_SCANCODE_RETURN, "RETURN"}, {SDL_SCANCODE_ESCAPE, "ESCAPE"},
|
||||
{SDL_SCANCODE_BACKSPACE, "BACKSPACE"}, {SDL_SCANCODE_TAB, "TAB"},
|
||||
{SDL_SCANCODE_SPACE, "SPACE"},
|
||||
{SDL_SCANCODE_UP, "UP"}, {SDL_SCANCODE_DOWN, "DOWN"},
|
||||
{SDL_SCANCODE_LEFT, "LEFT"}, {SDL_SCANCODE_RIGHT, "RIGHT"},
|
||||
{SDL_SCANCODE_LSHIFT, "LSHIFT"}, {SDL_SCANCODE_RSHIFT, "RSHIFT"},
|
||||
{SDL_SCANCODE_LCTRL, "LCTRL"}, {SDL_SCANCODE_RCTRL, "RCTRL"},
|
||||
{SDL_SCANCODE_LALT, "LALT"}, {SDL_SCANCODE_RALT, "RALT"}
|
||||
};
|
||||
|
||||
// Mapa invers: string a SDL_Scancode
|
||||
static const std::unordered_map<std::string, SDL_Scancode> STRING_TO_SCANCODE = {
|
||||
{"A", SDL_SCANCODE_A}, {"B", SDL_SCANCODE_B}, {"C", SDL_SCANCODE_C}, {"D", SDL_SCANCODE_D},
|
||||
{"E", SDL_SCANCODE_E}, {"F", SDL_SCANCODE_F}, {"G", SDL_SCANCODE_G}, {"H", SDL_SCANCODE_H},
|
||||
{"I", SDL_SCANCODE_I}, {"J", SDL_SCANCODE_J}, {"K", SDL_SCANCODE_K}, {"L", SDL_SCANCODE_L},
|
||||
{"M", SDL_SCANCODE_M}, {"N", SDL_SCANCODE_N}, {"O", SDL_SCANCODE_O}, {"P", SDL_SCANCODE_P},
|
||||
{"Q", SDL_SCANCODE_Q}, {"R", SDL_SCANCODE_R}, {"S", SDL_SCANCODE_S}, {"T", SDL_SCANCODE_T},
|
||||
{"U", SDL_SCANCODE_U}, {"V", SDL_SCANCODE_V}, {"W", SDL_SCANCODE_W}, {"X", SDL_SCANCODE_X},
|
||||
{"Y", SDL_SCANCODE_Y}, {"Z", SDL_SCANCODE_Z},
|
||||
{"1", SDL_SCANCODE_1}, {"2", SDL_SCANCODE_2}, {"3", SDL_SCANCODE_3}, {"4", SDL_SCANCODE_4},
|
||||
{"5", SDL_SCANCODE_5}, {"6", SDL_SCANCODE_6}, {"7", SDL_SCANCODE_7}, {"8", SDL_SCANCODE_8},
|
||||
{"9", SDL_SCANCODE_9}, {"0", SDL_SCANCODE_0},
|
||||
{"RETURN", SDL_SCANCODE_RETURN}, {"ESCAPE", SDL_SCANCODE_ESCAPE},
|
||||
{"BACKSPACE", SDL_SCANCODE_BACKSPACE}, {"TAB", SDL_SCANCODE_TAB},
|
||||
{"SPACE", SDL_SCANCODE_SPACE},
|
||||
{"UP", SDL_SCANCODE_UP}, {"DOWN", SDL_SCANCODE_DOWN},
|
||||
{"LEFT", SDL_SCANCODE_LEFT}, {"RIGHT", SDL_SCANCODE_RIGHT},
|
||||
{"LSHIFT", SDL_SCANCODE_LSHIFT}, {"RSHIFT", SDL_SCANCODE_RSHIFT},
|
||||
{"LCTRL", SDL_SCANCODE_LCTRL}, {"RCTRL", SDL_SCANCODE_RCTRL},
|
||||
{"LALT", SDL_SCANCODE_LALT}, {"RALT", SDL_SCANCODE_RALT}
|
||||
};
|
||||
|
||||
// Mapa de botó de gamepad (int) a string
|
||||
static const std::unordered_map<int, std::string> BUTTON_TO_STRING = {
|
||||
{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"}, // A (Xbox), Cross (PS)
|
||||
{SDL_GAMEPAD_BUTTON_EAST, "EAST"}, // B (Xbox), Circle (PS)
|
||||
{SDL_GAMEPAD_BUTTON_WEST, "WEST"}, // X (Xbox), Square (PS)
|
||||
{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"}, // Y (Xbox), Triangle (PS)
|
||||
{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
|
||||
{SDL_GAMEPAD_BUTTON_START, "START"},
|
||||
{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
|
||||
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
|
||||
{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
|
||||
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
|
||||
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
|
||||
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
|
||||
{100, "L2_AS_BUTTON"}, // Trigger L2 com a botó digital
|
||||
{101, "R2_AS_BUTTON"} // Trigger R2 com a botó digital
|
||||
};
|
||||
|
||||
// Mapa invers: string a botó de gamepad
|
||||
static const std::unordered_map<std::string, int> STRING_TO_BUTTON = {
|
||||
{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
|
||||
{"EAST", SDL_GAMEPAD_BUTTON_EAST},
|
||||
{"WEST", SDL_GAMEPAD_BUTTON_WEST},
|
||||
{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
|
||||
{"BACK", SDL_GAMEPAD_BUTTON_BACK},
|
||||
{"START", SDL_GAMEPAD_BUTTON_START},
|
||||
{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
|
||||
{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
|
||||
{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
|
||||
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
|
||||
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
|
||||
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
|
||||
{"L2_AS_BUTTON", 100},
|
||||
{"R2_AS_BUTTON", 101}
|
||||
};
|
||||
|
||||
static auto scancodeToString(SDL_Scancode code) -> std::string {
|
||||
auto it = SCANCODE_TO_STRING.find(code);
|
||||
return (it != SCANCODE_TO_STRING.end()) ? it->second : "UNKNOWN";
|
||||
}
|
||||
|
||||
static auto stringToScancode(const std::string& str) -> SDL_Scancode {
|
||||
auto it = STRING_TO_SCANCODE.find(str);
|
||||
return (it != STRING_TO_SCANCODE.end()) ? it->second : SDL_SCANCODE_UNKNOWN;
|
||||
}
|
||||
|
||||
static auto buttonToString(int button) -> std::string {
|
||||
auto it = BUTTON_TO_STRING.find(button);
|
||||
return (it != BUTTON_TO_STRING.end()) ? it->second : "UNKNOWN";
|
||||
}
|
||||
|
||||
static auto stringToButton(const std::string& str) -> int {
|
||||
auto it = STRING_TO_BUTTON.find(str);
|
||||
return (it != STRING_TO_BUTTON.end()) ? it->second : SDL_GAMEPAD_BUTTON_INVALID;
|
||||
}
|
||||
|
||||
// ========== FI FUNCIONS AUXILIARS ==========
|
||||
|
||||
|
||||
// Inicialitzar opcions amb valors per defecte de Defaults::
|
||||
void init() {
|
||||
#ifdef _DEBUG
|
||||
@@ -278,6 +384,80 @@ static void loadAudioConfigFromYaml(const fkyaml::node& yaml) {
|
||||
}
|
||||
}
|
||||
|
||||
// Carregar controls del jugador 1 des de YAML
|
||||
static void loadPlayer1ControlsFromYaml(const fkyaml::node& yaml) {
|
||||
if (!yaml.contains("player1")) return;
|
||||
|
||||
const auto& p1 = yaml["player1"];
|
||||
|
||||
// Carregar controls de teclat
|
||||
if (p1.contains("keyboard")) {
|
||||
const auto& kb = p1["keyboard"];
|
||||
if (kb.contains("key_left"))
|
||||
player1.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
|
||||
if (kb.contains("key_right"))
|
||||
player1.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
|
||||
if (kb.contains("key_thrust"))
|
||||
player1.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
|
||||
if (kb.contains("key_shoot"))
|
||||
player1.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
|
||||
}
|
||||
|
||||
// Carregar controls de gamepad
|
||||
if (p1.contains("gamepad")) {
|
||||
const auto& gp = p1["gamepad"];
|
||||
if (gp.contains("button_left"))
|
||||
player1.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
|
||||
if (gp.contains("button_right"))
|
||||
player1.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
|
||||
if (gp.contains("button_thrust"))
|
||||
player1.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
|
||||
if (gp.contains("button_shoot"))
|
||||
player1.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
|
||||
}
|
||||
|
||||
// Carregar nom del gamepad
|
||||
if (p1.contains("gamepad_name"))
|
||||
player1.gamepad_name = p1["gamepad_name"].get_value<std::string>();
|
||||
}
|
||||
|
||||
// Carregar controls del jugador 2 des de YAML
|
||||
static void loadPlayer2ControlsFromYaml(const fkyaml::node& yaml) {
|
||||
if (!yaml.contains("player2")) return;
|
||||
|
||||
const auto& p2 = yaml["player2"];
|
||||
|
||||
// Carregar controls de teclat
|
||||
if (p2.contains("keyboard")) {
|
||||
const auto& kb = p2["keyboard"];
|
||||
if (kb.contains("key_left"))
|
||||
player2.keyboard.key_left = stringToScancode(kb["key_left"].get_value<std::string>());
|
||||
if (kb.contains("key_right"))
|
||||
player2.keyboard.key_right = stringToScancode(kb["key_right"].get_value<std::string>());
|
||||
if (kb.contains("key_thrust"))
|
||||
player2.keyboard.key_thrust = stringToScancode(kb["key_thrust"].get_value<std::string>());
|
||||
if (kb.contains("key_shoot"))
|
||||
player2.keyboard.key_shoot = stringToScancode(kb["key_shoot"].get_value<std::string>());
|
||||
}
|
||||
|
||||
// Carregar controls de gamepad
|
||||
if (p2.contains("gamepad")) {
|
||||
const auto& gp = p2["gamepad"];
|
||||
if (gp.contains("button_left"))
|
||||
player2.gamepad.button_left = stringToButton(gp["button_left"].get_value<std::string>());
|
||||
if (gp.contains("button_right"))
|
||||
player2.gamepad.button_right = stringToButton(gp["button_right"].get_value<std::string>());
|
||||
if (gp.contains("button_thrust"))
|
||||
player2.gamepad.button_thrust = stringToButton(gp["button_thrust"].get_value<std::string>());
|
||||
if (gp.contains("button_shoot"))
|
||||
player2.gamepad.button_shoot = stringToButton(gp["button_shoot"].get_value<std::string>());
|
||||
}
|
||||
|
||||
// Carregar nom del gamepad
|
||||
if (p2.contains("gamepad_name"))
|
||||
player2.gamepad_name = p2["gamepad_name"].get_value<std::string>();
|
||||
}
|
||||
|
||||
// Carregar configuració des del fitxer YAML
|
||||
auto loadFromFile() -> bool {
|
||||
const std::string CONFIG_VERSION = std::string(Project::VERSION);
|
||||
@@ -325,6 +505,8 @@ auto loadFromFile() -> bool {
|
||||
loadGameplayConfigFromYaml(yaml);
|
||||
loadRenderingConfigFromYaml(yaml);
|
||||
loadAudioConfigFromYaml(yaml);
|
||||
loadPlayer1ControlsFromYaml(yaml);
|
||||
loadPlayer2ControlsFromYaml(yaml);
|
||||
|
||||
if (console) {
|
||||
std::cout << "Config carregada correctament des de: " << config_file_path
|
||||
@@ -345,6 +527,40 @@ auto loadFromFile() -> bool {
|
||||
}
|
||||
}
|
||||
|
||||
// Guardar controls del jugador 1 a YAML
|
||||
static void savePlayer1ControlsToYaml(std::ofstream& file) {
|
||||
file << "# CONTROLS JUGADOR 1\n";
|
||||
file << "player1:\n";
|
||||
file << " keyboard:\n";
|
||||
file << " key_left: " << scancodeToString(player1.keyboard.key_left) << "\n";
|
||||
file << " key_right: " << scancodeToString(player1.keyboard.key_right) << "\n";
|
||||
file << " key_thrust: " << scancodeToString(player1.keyboard.key_thrust) << "\n";
|
||||
file << " key_shoot: " << scancodeToString(player1.keyboard.key_shoot) << "\n";
|
||||
file << " gamepad:\n";
|
||||
file << " button_left: " << buttonToString(player1.gamepad.button_left) << "\n";
|
||||
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";
|
||||
}
|
||||
|
||||
// Guardar controls del jugador 2 a YAML
|
||||
static void savePlayer2ControlsToYaml(std::ofstream& file) {
|
||||
file << "# CONTROLS JUGADOR 2\n";
|
||||
file << "player2:\n";
|
||||
file << " keyboard:\n";
|
||||
file << " key_left: " << scancodeToString(player2.keyboard.key_left) << "\n";
|
||||
file << " key_right: " << scancodeToString(player2.keyboard.key_right) << "\n";
|
||||
file << " key_thrust: " << scancodeToString(player2.keyboard.key_thrust) << "\n";
|
||||
file << " key_shoot: " << scancodeToString(player2.keyboard.key_shoot) << "\n";
|
||||
file << " gamepad:\n";
|
||||
file << " button_left: " << buttonToString(player2.gamepad.button_left) << "\n";
|
||||
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";
|
||||
}
|
||||
|
||||
// Guardar configuració al fitxer YAML
|
||||
auto saveToFile() -> bool {
|
||||
std::ofstream file(config_file_path);
|
||||
@@ -399,7 +615,11 @@ auto saveToFile() -> bool {
|
||||
file << " volume: " << audio.music.volume << " # 0.0 to 1.0\n";
|
||||
file << " sound:\n";
|
||||
file << " enabled: " << (audio.sound.enabled ? "true" : "false") << "\n";
|
||||
file << " volume: " << audio.sound.volume << " # 0.0 to 1.0\n";
|
||||
file << " volume: " << audio.sound.volume << " # 0.0 to 1.0\n\n";
|
||||
|
||||
// Guardar controls de jugadors
|
||||
savePlayer1ControlsToYaml(file);
|
||||
savePlayer2ControlsToYaml(file);
|
||||
|
||||
file.close();
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h> // Para SDL_Scancode
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace Options {
|
||||
@@ -48,6 +50,28 @@ struct Audio {
|
||||
float volume{1.0f};
|
||||
};
|
||||
|
||||
// Controles de jugadors
|
||||
|
||||
struct KeyboardControls {
|
||||
SDL_Scancode key_left{SDL_SCANCODE_LEFT};
|
||||
SDL_Scancode key_right{SDL_SCANCODE_RIGHT};
|
||||
SDL_Scancode key_thrust{SDL_SCANCODE_UP};
|
||||
SDL_Scancode key_shoot{SDL_SCANCODE_SPACE};
|
||||
};
|
||||
|
||||
struct GamepadControls {
|
||||
int button_left{SDL_GAMEPAD_BUTTON_DPAD_LEFT};
|
||||
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
|
||||
};
|
||||
|
||||
struct PlayerControls {
|
||||
KeyboardControls keyboard{};
|
||||
GamepadControls gamepad{};
|
||||
std::string gamepad_name{""}; // Buit = auto-assignar per índex
|
||||
};
|
||||
|
||||
// Variables globals (inline per evitar ODR violations)
|
||||
|
||||
inline std::string version{}; // Versió del config per validació
|
||||
@@ -58,6 +82,29 @@ inline Gameplay gameplay{};
|
||||
inline Rendering rendering{};
|
||||
inline Audio audio{};
|
||||
|
||||
// Controles per jugador
|
||||
inline PlayerControls player1{
|
||||
.keyboard =
|
||||
{.key_left = SDL_SCANCODE_LEFT,
|
||||
.key_right = SDL_SCANCODE_RIGHT,
|
||||
.key_thrust = SDL_SCANCODE_UP,
|
||||
.key_shoot = SDL_SCANCODE_SPACE},
|
||||
.gamepad_name = "" // Primer gamepad disponible
|
||||
};
|
||||
|
||||
inline PlayerControls player2{
|
||||
.keyboard =
|
||||
{.key_left = SDL_SCANCODE_A,
|
||||
.key_right = SDL_SCANCODE_D,
|
||||
.key_thrust = SDL_SCANCODE_W,
|
||||
.key_shoot = SDL_SCANCODE_LSHIFT},
|
||||
.gamepad_name = "" // Segon gamepad disponible
|
||||
};
|
||||
|
||||
// Per compatibilitat amb pollo (no utilitzat en orni, però necessari per Input)
|
||||
inline KeyboardControls keyboard_controls{};
|
||||
inline GamepadControls gamepad_controls{};
|
||||
|
||||
inline std::string config_file_path{}; // Establert per setConfigFile()
|
||||
|
||||
// Funcions públiques
|
||||
|
||||
Reference in New Issue
Block a user