Files
aee-arcade/source/core/input/gamepad_manager.cpp
T
JailDesignerandClaude Opus 4.7 0b708f1515 refactor(log): migra core/input i core/audio a Log::
- gamepad_manager.cpp (12 logs): connect/disconnect com a info,
  errors d'open/init com a error, warning per BD no carregada.
- key_config.cpp (5 logs): error per arxius malformats, info
  per al recompte de bindings carregats.
- gamepad_bindings.cpp (4 logs): error/info anàleg.
- audio_effects.cpp (2 errors de format).
- sound_effects_config.cpp (3 logs): warn quan no hi ha presets,
  error de parse.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:17:12 +02:00

309 lines
12 KiB
C++

#include "core/input/gamepad_manager.hpp"
#include <algorithm>
#include <iterator>
#include <string>
#include <utility>
#include "core/locale/locale.hpp"
#include "core/rendering/notification_presets.hpp"
#include "utils/log.hpp"
namespace {
#ifdef __EMSCRIPTEN__
// A Emscripten, SDL 3.4+ no casa el GUID dels mandos web: Chrome/Android
// no aporten Vendor/Product ID i el parser de SDL extreu dades brutes.
// El W3C Gamepad API, però, garanteix un layout estàndard quan el mapping
// reporta "standard", així que injectem un mapping SDL explícit amb eixe
// layout per al GUID del joystick abans que SDL intenti obrir-lo com a
// gamepad. Fora d'Emscripten és un no-op.
void installWebStandardMapping(SDL_JoystickID jid) {
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
char guid_str[33];
SDL_GUIDToString(guid, guid_str, sizeof(guid_str));
const char* name = SDL_GetJoystickNameForID(jid);
if (name == nullptr || *name == '\0') { name = "Standard Gamepad"; }
char mapping[512];
SDL_snprintf(mapping, sizeof(mapping),
"%s,%s,"
"a:b0,b:b1,x:b2,y:b3,"
"leftshoulder:b4,rightshoulder:b5,"
"lefttrigger:b6,righttrigger:b7,"
"back:b8,start:b9,"
"leftstick:b10,rightstick:b11,"
"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
"guide:b16,"
"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
"platform:Emscripten",
guid_str,
name);
SDL_AddGamepadMapping(mapping);
}
#else
void installWebStandardMapping(SDL_JoystickID /*jid*/) {}
#endif
} // namespace
auto GamepadManager::get() -> GamepadManager& {
static GamepadManager instance_;
return instance_;
}
auto GamepadManager::prettyName(const char* raw) -> std::string {
std::string name = (raw != nullptr && *raw != '\0') ? std::string(raw) : std::string("Gamepad");
const auto POS = name.find_first_of("([");
if (POS != std::string::npos) { name.erase(POS); }
while (!name.empty() && name.back() == ' ') { name.pop_back(); }
if (name.empty()) { name = "Gamepad"; }
return name;
}
auto GamepadManager::uniqueName(const std::string& base) const -> std::string {
const bool COLLISION = std::ranges::any_of(
entries_,
[&](const Entry& e) { return e.pretty_name == base; });
if (!COLLISION) { return base; }
// Format " #N" començant a #2 — la primera ocurrència manté el nom net.
for (int i = 2; i < 100; ++i) {
std::string candidate = base + " #" + std::to_string(i);
const bool MATCH = std::ranges::any_of(
entries_,
[&](const Entry& e) { return e.pretty_name == candidate; });
if (!MATCH) { return candidate; }
}
return base; // cas ultra-improbable: 99 mandos idèntics connectats
}
void GamepadManager::addGamepad(SDL_JoystickID jid, bool notify) {
// Dedup per `instance_id`: SDL encua un SDL_EVENT_GAMEPAD_ADDED per
// cada mando ja connectat quan s'inicialitza el subsistema, a més
// dels que ja hem obert a `init()`. Sense aquesta guarda, el mateix
// mando s'afegiria dues vegades (silenciós + notificat amb sufix
// "#2") i qualsevol referència via `getPrimary`/`entries_` seria
// ambigua.
const bool ALREADY_KNOWN = std::ranges::any_of(
entries_,
[jid](const Entry& e) { return e.instance_id == jid; });
if (ALREADY_KNOWN) { return; }
installWebStandardMapping(jid);
if (!SDL_IsGamepad(jid)) { return; }
SDL_Gamepad* pad = SDL_OpenGamepad(jid);
if (pad == nullptr) {
Log::error("GamepadManager", "SDL_OpenGamepad({}) ha fallat: {}", jid, SDL_GetError());
return;
}
std::string name = uniqueName(prettyName(SDL_GetGamepadName(pad)));
// `SDL_GetGamepadPath` pot tornar null a backends que no exposen ruta
// física (Emscripten, alguns drivers). Buit com a fallback; la
// reconnexió es resoldrà per nom.
const char* raw_path = SDL_GetGamepadPath(pad);
std::string path = (raw_path != nullptr) ? raw_path : "";
Log::info("GamepadManager", "connectat {}{}", name, path.empty() ? std::string{} : " [" + path + "]");
entries_.push_back(Entry{.pad = pad, .instance_id = jid, .pretty_name = name, .path = path});
// Hot-plug: si alguna assignació pendent encaixa amb aquest mando,
// la vinculem ara. Primer intentem per path exacte, després per nom.
for (auto& a : assignments_) {
if (a.pad != nullptr) { continue; }
if (a.name.empty() && a.path.empty()) { continue; }
rebindAssignment(a);
}
if (notify) {
Notification::notify(name + ' ' + Locale::get().text("notification.gamepad_connected"));
}
}
void GamepadManager::removeGamepad(SDL_JoystickID jid) {
auto it = std::ranges::find_if(
entries_,
[jid](const Entry& e) { return e.instance_id == jid; });
if (it == entries_.end()) { return; }
std::string name = std::move(it->pretty_name);
SDL_Gamepad* pad = it->pad;
if (pad != nullptr) { SDL_CloseGamepad(pad); }
Log::info("GamepadManager", "desconnectat {}", name);
entries_.erase(it);
// Qualsevol assignació que apuntava a aquest mando queda amb `pad`
// a null però conservem nom/ruta: si el mando es torna a connectar,
// el hot-plug el re-vincularà automàticament.
for (auto& a : assignments_) {
if (a.pad == pad) { a.pad = nullptr; }
}
Notification::notify(name + ' ' + Locale::get().text("notification.gamepad_disconnected"));
}
void GamepadManager::init() {
if (initialized_) { return; }
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
Log::error("GamepadManager", "SDL_INIT_GAMEPAD ha fallat: {}", SDL_GetError());
return;
}
// `gamecontrollerdb.txt` és opcional. Viu a l'arrel del projecte
// (no a `data/`) perquè SDL_AddGamepadMappingsFromFile només sap
// llegir del filesystem real, no del pack. CMake el copia al costat
// del binari a cada build perquè SDL_GetBasePath el trobi tant en
// dev com en release. Sempre informem del resultat per facilitar el
// diagnòstic de mandos no reconeguts.
std::string db_path = "gamecontrollerdb.txt";
if (const char* base = SDL_GetBasePath()) {
db_path = std::string(base) + "gamecontrollerdb.txt";
}
const int ADDED = SDL_AddGamepadMappingsFromFile(db_path.c_str());
if (ADDED < 0) {
Log::warn("GamepadManager", "no s'ha pogut carregar {}: {}", db_path, SDL_GetError());
} else {
Log::info("GamepadManager", "{} mappings carregats de {}", ADDED, db_path);
}
int count = 0;
SDL_JoystickID* ids = SDL_GetJoysticks(&count);
if (ids != nullptr) {
for (int i = 0; i < count; ++i) {
addGamepad(ids[i], /*notify=*/false);
}
SDL_free(ids);
}
Log::info("GamepadManager", "{} mando(s) detectat(s) a l'inici", entries_.size());
initialized_ = true;
}
void GamepadManager::shutdown() {
for (auto& entry : entries_) {
if (entry.pad != nullptr) { SDL_CloseGamepad(entry.pad); }
}
entries_.clear();
if (initialized_) {
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
initialized_ = false;
}
}
void GamepadManager::handleEvent(const SDL_Event& ev) {
if (ev.type == SDL_EVENT_GAMEPAD_ADDED) {
addGamepad(ev.gdevice.which, /*notify=*/true);
} else if (ev.type == SDL_EVENT_GAMEPAD_REMOVED) {
removeGamepad(ev.gdevice.which);
}
}
auto GamepadManager::getPrimary() const -> SDL_Gamepad* {
return entries_.empty() ? nullptr : entries_.front().pad;
}
auto GamepadManager::getCount() const -> std::size_t {
return entries_.size();
}
auto GamepadManager::getByPlayerIndex(std::size_t idx) const -> SDL_Gamepad* {
return idx < entries_.size() ? entries_[idx].pad : nullptr;
}
auto GamepadManager::getAll() const -> std::vector<Info> {
std::vector<Info> result;
result.reserve(entries_.size());
std::ranges::transform(entries_, std::back_inserter(result), [](const Entry& e) {
return Info{.pad = e.pad, .name = e.pretty_name, .path = e.path};
});
return result;
}
auto GamepadManager::getForPlayer(int player_id) const -> SDL_Gamepad* {
if (player_id < 0 || player_id >= MAX_PLAYERS) { return nullptr; }
return assignments_[static_cast<std::size_t>(player_id)].pad;
}
void GamepadManager::rebindAssignment(Assignment& a) {
// Primera passada: coincidència exacta per path. És el cas estable
// (mateix mando, mateix port) i no canvia res de l'assignació.
if (!a.path.empty()) {
auto it = std::ranges::find_if(
entries_,
[&](const Entry& e) { return !e.path.empty() && e.path == a.path; });
if (it != entries_.end()) {
a.pad = it->pad;
return;
}
}
// Segona passada: coincidència per nom (mando canviat de port USB).
// Acceptem la primera entrada que no estigui ja vinculada a una altra
// assignació — així dos mandos amb el mateix nom no es pisen.
if (!a.name.empty()) {
for (const auto& e : entries_) {
if (e.pretty_name != a.name) { continue; }
const bool TAKEN = std::ranges::any_of(
assignments_,
[&](const Assignment& other) { return &other != &a && other.pad == e.pad; });
if (TAKEN) { continue; }
a.pad = e.pad;
a.path = e.path; // actualitzem ruta persistida
return;
}
}
a.pad = nullptr;
}
void GamepadManager::assignToPlayer(int player_id, const std::string& name, const std::string& path) {
if (player_id < 0 || player_id >= MAX_PLAYERS) { return; }
auto& a = assignments_[static_cast<std::size_t>(player_id)];
a.name = name;
a.path = path;
a.pad = nullptr;
if (name.empty() && path.empty()) { return; }
rebindAssignment(a);
// Last-wins: si l'altre jugador tenia el mateix mando vinculat, el
// desvinculem (conservant el seu nom/path perquè el menú pugui
// mostrar l'estat "pendent" i oferir re-selecció).
if (a.pad != nullptr) {
for (auto& other : assignments_) {
if (&other != &a && other.pad == a.pad) {
Log::info("GamepadManager", "mando {} reassignat (last-wins)", a.name);
other.pad = nullptr;
}
}
}
// Traç de l'assignació persistida (vinculada o pendent) perquè quede
// visible a la consola igual que les autoassignacions.
if (a.pad != nullptr) {
Log::info("GamepadManager", "assignat {} → P{}", a.name, player_id + 1);
} else {
Log::info("GamepadManager", "P{} pendent ({} no connectat)", player_id + 1, a.name.empty() ? a.path : a.name);
}
}
void GamepadManager::unassignFromPlayer(int player_id) {
if (player_id < 0 || player_id >= MAX_PLAYERS) { return; }
assignments_[static_cast<std::size_t>(player_id)] = Assignment{};
}
auto GamepadManager::autoAssignFreeSlots() -> std::vector<AutoAssigned> {
std::vector<AutoAssigned> assigned;
for (int pid = 0; pid < MAX_PLAYERS; ++pid) {
auto& slot = assignments_[static_cast<std::size_t>(pid)];
if (slot.pad != nullptr) { continue; }
// Primer mando que cap altre slot no haja reclamat. Així respectem
// qualsevol assignació persistida que ja haja vinculat un pad
// concret i no el reassignem a un jugador diferent.
for (const auto& e : entries_) {
const bool TAKEN = std::ranges::any_of(
assignments_,
[&](const Assignment& other) { return other.pad == e.pad; });
if (TAKEN) { continue; }
slot.pad = e.pad;
slot.name = e.pretty_name;
slot.path = e.path;
assigned.push_back(AutoAssigned{.player_id = pid, .name = e.pretty_name, .path = e.path});
Log::info("GamepadManager", "auto-assigned {} → P{}", e.pretty_name, pid + 1);
break;
}
}
return assigned;
}