layout de TITOL

This commit is contained in:
2025-12-17 11:32:37 +01:00
parent 886ec8ab1d
commit 3b432e6580
45 changed files with 880 additions and 745 deletions

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@@ -15,107 +15,169 @@ namespace Options {
// Mapa de SDL_Scancode a string
static const std::unordered_map<SDL_Scancode, std::string> SCANCODE_TO_STRING = {
{SDL_SCANCODE_A, "A"}, {SDL_SCANCODE_B, "B"}, {SDL_SCANCODE_C, "C"}, {SDL_SCANCODE_D, "D"},
{SDL_SCANCODE_E, "E"}, {SDL_SCANCODE_F, "F"}, {SDL_SCANCODE_G, "G"}, {SDL_SCANCODE_H, "H"},
{SDL_SCANCODE_I, "I"}, {SDL_SCANCODE_J, "J"}, {SDL_SCANCODE_K, "K"}, {SDL_SCANCODE_L, "L"},
{SDL_SCANCODE_M, "M"}, {SDL_SCANCODE_N, "N"}, {SDL_SCANCODE_O, "O"}, {SDL_SCANCODE_P, "P"},
{SDL_SCANCODE_Q, "Q"}, {SDL_SCANCODE_R, "R"}, {SDL_SCANCODE_S, "S"}, {SDL_SCANCODE_T, "T"},
{SDL_SCANCODE_U, "U"}, {SDL_SCANCODE_V, "V"}, {SDL_SCANCODE_W, "W"}, {SDL_SCANCODE_X, "X"},
{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"}
};
{SDL_SCANCODE_A, "A"},
{SDL_SCANCODE_B, "B"},
{SDL_SCANCODE_C, "C"},
{SDL_SCANCODE_D, "D"},
{SDL_SCANCODE_E, "E"},
{SDL_SCANCODE_F, "F"},
{SDL_SCANCODE_G, "G"},
{SDL_SCANCODE_H, "H"},
{SDL_SCANCODE_I, "I"},
{SDL_SCANCODE_J, "J"},
{SDL_SCANCODE_K, "K"},
{SDL_SCANCODE_L, "L"},
{SDL_SCANCODE_M, "M"},
{SDL_SCANCODE_N, "N"},
{SDL_SCANCODE_O, "O"},
{SDL_SCANCODE_P, "P"},
{SDL_SCANCODE_Q, "Q"},
{SDL_SCANCODE_R, "R"},
{SDL_SCANCODE_S, "S"},
{SDL_SCANCODE_T, "T"},
{SDL_SCANCODE_U, "U"},
{SDL_SCANCODE_V, "V"},
{SDL_SCANCODE_W, "W"},
{SDL_SCANCODE_X, "X"},
{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}
};
{"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
{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}
};
{"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";
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;
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";
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;
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