#include "input.h" #include // Constructor Input::Input(std::string file) { // Fichero gamecontrollerdb.txt dbPath = file; // Inicializa las variables keyBindings_t kb; kb.scancode = 0; kb.active = false; keyBindings.resize(17, kb); GameControllerBindings_t gcb; gcb.button = SDL_CONTROLLER_BUTTON_INVALID; gcb.active = false; gameControllerBindings.resize(17, gcb); verbose = true; enabled = true; } // Actualiza el estado del objeto void Input::update() { if (disabledUntil == d_keyPressed && !checkAnyInput()) { enable(); } } // Asigna inputs a teclas void Input::bindKey(Uint8 input, SDL_Scancode code) { keyBindings[input].scancode = code; } // Asigna inputs a botones del mando void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button) { gameControllerBindings[input].button = button; } // Comprueba si un input esta activo bool Input::checkInput(Uint8 input, bool repeat, int device, int index) { if (!enabled) { return false; } bool successKeyboard = false; bool successGameController = false; if (device == INPUT_USE_ANY) { index = 0; } if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) { const Uint8 *keyStates = SDL_GetKeyboardState(nullptr); if (repeat) { if (keyStates[keyBindings[input].scancode] != 0) { successKeyboard = true; } else { successKeyboard = false; } } else { if (!keyBindings[input].active) { if (keyStates[keyBindings[input].scancode] != 0) { keyBindings[input].active = true; successKeyboard = true; } else { successKeyboard = false; } } else { if (keyStates[keyBindings[input].scancode] == 0) { keyBindings[input].active = false; successKeyboard = false; } else { successKeyboard = false; } } } } if (gameControllerFound()) if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) { if (repeat) { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0) { successGameController = true; } else { successGameController = false; } } else { if (!gameControllerBindings[input].active) { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0) { gameControllerBindings[input].active = true; successGameController = true; } else { successGameController = false; } } else { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0) { gameControllerBindings[input].active = false; successGameController = false; } else { successGameController = false; } } } } return (successKeyboard || successGameController); } // Comprueba si hay almenos un input activo bool Input::checkAnyInput(int device, int index) { if (device == INPUT_USE_ANY) { index = 0; } if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) { const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr); for (int i = 0; i < (int)keyBindings.size(); ++i) { if (mKeystates[keyBindings[i].scancode] != 0) { return true; } } } if (gameControllerFound()) { if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) { for (int i = 0; i < (int)gameControllerBindings.size(); ++i) { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0) { return true; } } } } return false; } // Busca si hay un mando conectado bool Input::discoverGameController() { bool found = false; if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) { SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); } if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0) { if (verbose) { std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << std::endl; } } const int nJoysticks = SDL_NumJoysticks(); numGamepads = 0; // Cuenta el numero de mandos for (int i = 0; i < nJoysticks; ++i) { if (SDL_IsGameController(i)) { numGamepads++; } } if (verbose) { std::cout << "\nChecking for game controllers...\n"; std::cout << nJoysticks << " joysticks found, " << numGamepads << " are gamepads\n"; } if (numGamepads > 0) { found = true; for (int i = 0; i < numGamepads; i++) { // Abre el mando y lo aƱade a la lista SDL_GameController *pad = SDL_GameControllerOpen(i); if (SDL_GameControllerGetAttached(pad) == 1) { connectedControllers.push_back(pad); const std::string separator(" #"); std::string name = SDL_GameControllerNameForIndex(i); name.resize(25); name = name + separator + std::to_string(i); if (verbose) { std::cout << name << std::endl; } controllerNames.push_back(name); } else { if (verbose) { std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl; } } } SDL_GameControllerEventState(SDL_ENABLE); } return found; } // Comprueba si hay algun mando conectado bool Input::gameControllerFound() { if (numGamepads > 0) { return true; } else { return false; } } // Obten el nombre de un mando de juego std::string Input::getControllerName(int index) { if (numGamepads > 0) { return controllerNames[index]; } else { return ""; } } // Obten el numero de mandos conectados int Input::getNumControllers() { return numGamepads; } // Establece si ha de mostrar mensajes void Input::setVerbose(bool value) { verbose = value; } // Deshabilita las entradas durante un periodo de tiempo void Input::disableUntil(i_disable_e value) { disabledUntil = value; enabled = false; } // Hablita las entradas void Input::enable() { enabled = true; disabledUntil = d_notDisabled; }