Retocados los nombres de las variables de la clase menu

This commit is contained in:
2022-08-23 20:08:28 +02:00
parent f2ea31a564
commit bca15cd29e
7 changed files with 349 additions and 362 deletions

View File

@@ -5,16 +5,16 @@
Input::Input(std::string file)
{
// Fichero gamecontrollerdb.txt
mDBpath = file;
dbPath = file;
// Inicializa las variables
for (int i = 0; i < 17; i++)
{
mKeyBindings[i].scancode = 0;
mKeyBindings[i].active = false;
keyBindings[i].scancode = 0;
keyBindings[i].active = false;
mGameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
mGameControllerBindings[i].active = false;
gameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
gameControllerBindings[i].active = false;
}
discoverGameController();
@@ -23,20 +23,20 @@ Input::Input(std::string file)
// Destructor
Input::~Input()
{
for (int i = 0; i < mNumGamepads; i++)
mConnectedControllers[i] = nullptr;
for (int i = 0; i < numGamepads; i++)
connectedControllers[i] = nullptr;
}
// Asigna uno de los posibles inputs a una tecla del teclado
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
mKeyBindings[input].scancode = code;
keyBindings[input].scancode = code;
}
// Asigna uno de los posibles inputs a un botón del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
mGameControllerBindings[input].button = button;
gameControllerBindings[input].button = button;
}
// Comprueba si un input esta activo
@@ -54,18 +54,18 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
if (repeat)
{
if (mKeystates[mKeyBindings[input].scancode] != 0)
if (mKeystates[keyBindings[input].scancode] != 0)
successKeyboard = true;
else
successKeyboard = false;
}
else
{
if (!mKeyBindings[input].active)
if (!keyBindings[input].active)
{
if (mKeystates[mKeyBindings[input].scancode] != 0)
if (mKeystates[keyBindings[input].scancode] != 0)
{
mKeyBindings[input].active = true;
keyBindings[input].active = true;
successKeyboard = true;
}
else
@@ -75,9 +75,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (mKeystates[mKeyBindings[input].scancode] == 0)
if (mKeystates[keyBindings[input].scancode] == 0)
{
mKeyBindings[input].active = false;
keyBindings[input].active = false;
successKeyboard = false;
}
else
@@ -93,18 +93,18 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (repeat)
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
successGameController = true;
else
successGameController = false;
}
else
{
if (!mGameControllerBindings[input].active)
if (!gameControllerBindings[input].active)
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
{
mGameControllerBindings[input].active = true;
gameControllerBindings[input].active = true;
successGameController = true;
}
else
@@ -114,9 +114,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) == 0)
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
{
mGameControllerBindings[input].active = false;
gameControllerBindings[input].active = false;
successGameController = false;
}
else
@@ -138,43 +138,43 @@ bool Input::discoverGameController()
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
if (SDL_GameControllerAddMappingsFromFile(mDBpath.c_str()) < 0)
printf("Error, could not load %s file: %s\n", mDBpath.c_str(), SDL_GetError());
if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError());
int nJoysticks = SDL_NumJoysticks();
mNumGamepads = 0;
numGamepads = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; i++)
if (SDL_IsGameController(i))
mNumGamepads++;
numGamepads++;
printf("\nChecking for game controllers...\n");
printf("%i joysticks found, %i are gamepads\n", nJoysticks, mNumGamepads);
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
if (mNumGamepads > 0)
if (numGamepads > 0)
{
found = true;
for (int i = 0; i < mNumGamepads; i++)
for (int i = 0; i < numGamepads; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
mConnectedControllers.push_back(pad);
connectedControllers.push_back(pad);
std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
name.resize(25);
name = name + separator + std::to_string(i);
std::cout << name << std::endl;
mControllerNames.push_back(name);
controllerNames.push_back(name);
}
else
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
//mGameController = mConnectedControllers[0];
//mGameController = connectedControllers[0];
SDL_GameControllerEventState(SDL_ENABLE);
}
@@ -184,7 +184,7 @@ bool Input::discoverGameController()
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound()
{
if (mNumGamepads > 0)
if (numGamepads > 0)
return true;
else
return false;
@@ -193,8 +193,8 @@ bool Input::gameControllerFound()
// Obten el nombre de un mando de juego
std::string Input::getControllerName(int index)
{
if (mNumGamepads > 0)
return mControllerNames[index];
if (numGamepads > 0)
return controllerNames[index];
else
return "";
}
@@ -202,5 +202,5 @@ std::string Input::getControllerName(int index)
// Obten el numero de mandos conectados
int Input::getNumControllers()
{
return mNumGamepads;
return numGamepads;
}