treball en curs: correccions de tidy
This commit is contained in:
+166
-169
@@ -45,8 +45,8 @@ static void installWebStandardMapping(SDL_JoystickID jid) {
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Input *Input::instance = nullptr;
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// Singleton API
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void Input::init(const std::string &gameControllerDbPath) {
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Input::instance = new Input(gameControllerDbPath);
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void Input::init(const std::string &game_controller_db_path) {
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Input::instance = new Input(game_controller_db_path);
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}
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void Input::destroy() {
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@@ -60,111 +60,99 @@ auto Input::get() -> Input * {
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// Constructor
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Input::Input(std::string file)
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: dbPath(std::move(file)) {
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: db_path_(std::move(file)) {
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// Inicializa las variables
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KeyBindings kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.resize(input_number_of_inputs, kb);
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key_bindings_.resize(NUMBER_OF_INPUTS, kb);
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GameControllerBindings gcb;
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gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.resize(input_number_of_inputs, gcb);
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game_controller_bindings_.resize(NUMBER_OF_INPUTS, gcb);
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}
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// Destructor
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Input::~Input() {
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for (auto *pad : connectedControllers) {
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for (auto *pad : connected_controllers_) {
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if (pad != nullptr) {
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SDL_CloseGamepad(pad);
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}
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}
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connectedControllers.clear();
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connectedControllerIds.clear();
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controllerNames.clear();
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numGamepads = 0;
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connected_controllers_.clear();
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connected_controller_ids_.clear();
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controller_names_.clear();
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num_gamepads_ = 0;
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}
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// Actualiza el estado del objeto
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void Input::update() {
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if (disabledUntil == d_keyPressed && !checkAnyInput()) {
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if (disabled_until_ == KEY_PRESSED && !checkAnyInput()) {
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enable();
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}
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}
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// Asigna inputs a teclas
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void Input::bindKey(Uint8 input, SDL_Scancode code) {
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keyBindings[input].scancode = code;
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key_bindings_[input].scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
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gameControllerBindings[input].button = button;
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game_controller_bindings_[input].button = button;
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}
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// Comprueba si un input esta activo
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auto Input::checkInput(Uint8 input, bool repeat, int device, int index) -> bool {
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if (!enabled) {
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if (!enabled_) {
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return false;
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}
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bool successKeyboard = false;
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bool successGameController = false;
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if (device == INPUT_USE_ANY) {
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index = 0;
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}
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bool success_keyboard = false;
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
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const bool *keyStates = SDL_GetKeyboardState(nullptr);
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if (repeat) {
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successKeyboard = keyStates[keyBindings[input].scancode];
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} else {
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if (!keyBindings[input].active) {
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if (keyStates[keyBindings[input].scancode]) {
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keyBindings[input].active = true;
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successKeyboard = true;
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} else {
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successKeyboard = false;
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}
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} else {
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if (!keyStates[keyBindings[input].scancode]) {
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keyBindings[input].active = false;
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successKeyboard = false;
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} else {
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successKeyboard = false;
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}
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}
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}
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success_keyboard = checkKeyboardInput(input, repeat);
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}
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if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size()) {
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if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) {
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if (repeat) {
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successGameController = SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button);
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} else {
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if (!gameControllerBindings[input].active) {
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if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
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gameControllerBindings[input].active = true;
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successGameController = true;
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} else {
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successGameController = false;
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}
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} else {
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if (!SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
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gameControllerBindings[input].active = false;
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successGameController = false;
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} else {
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successGameController = false;
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}
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}
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}
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}
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bool success_game_controller = false;
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if ((device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) && gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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success_game_controller = checkGameControllerInput(input, repeat, index);
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}
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return (successKeyboard || successGameController);
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return success_keyboard || success_game_controller;
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}
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// Helper de checkInput: comprueba el estado de una tecla
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auto Input::checkKeyboardInput(Uint8 input, bool repeat) -> bool {
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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const bool IS_DOWN = key_states[key_bindings_[input].scancode];
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if (repeat) {
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return IS_DOWN;
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}
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// Modo edge-trigger: éxito sólo en el frame en que la tecla pasa de up a down
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const bool PRESS_EDGE = IS_DOWN && !key_bindings_[input].active;
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key_bindings_[input].active = IS_DOWN;
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return PRESS_EDGE;
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}
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// Helper de checkInput: comprueba el estado de un botón de mando
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auto Input::checkGameControllerInput(Uint8 input, bool repeat, int index) -> bool {
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const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button);
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if (repeat) {
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return IS_DOWN;
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}
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// Modo edge-trigger: éxito sólo en el frame en que el botón pasa de up a down
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const bool PRESS_EDGE = IS_DOWN && !game_controller_bindings_[input].active;
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game_controller_bindings_[input].active = IS_DOWN;
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return PRESS_EDGE;
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}
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// Comprueba si hay almenos un input activo
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@@ -174,19 +162,19 @@ auto Input::checkAnyInput(int device, int index) -> bool {
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
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const bool *mKeystates = SDL_GetKeyboardState(nullptr);
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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for (auto &keyBinding : keyBindings) {
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if (mKeystates[keyBinding.scancode]) {
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for (auto &key_binding : key_bindings_) {
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if (key_states[key_binding.scancode]) {
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return true;
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}
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}
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}
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if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size()) {
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if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) {
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for (auto &gameControllerBinding : gameControllerBindings) {
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if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBinding.button)) {
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for (auto &game_controller_binding : game_controller_bindings_) {
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if (SDL_GetGamepadButton(connected_controllers_[index], game_controller_binding.button)) {
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return true;
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}
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}
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@@ -199,13 +187,13 @@ auto Input::checkAnyInput(int device, int index) -> bool {
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// Construye el nombre visible de un mando.
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// Recorta des del primer '(' o '[' (per a evitar coses tipus
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// "Retroid Controller (vendor: 1001) ...") i talla a 25 caràcters.
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auto Input::buildControllerName(SDL_Gamepad *pad, int padIndex) -> std::string {
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(void)padIndex;
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const char *padName = SDL_GetGamepadName(pad);
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std::string name = (padName != nullptr) ? padName : "Unknown";
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const auto pos = name.find_first_of("([");
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if (pos != std::string::npos) {
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name.erase(pos);
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auto Input::buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string {
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(void)pad_index;
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const char *pad_name = SDL_GetGamepadName(pad);
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std::string name = (pad_name != nullptr) ? pad_name : "Unknown";
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const auto POS = name.find_first_of("([");
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if (POS != std::string::npos) {
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name.erase(POS);
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}
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while (!name.empty() && name.back() == ' ') {
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name.pop_back();
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@@ -219,136 +207,145 @@ auto Input::buildControllerName(SDL_Gamepad *pad, int padIndex) -> std::string {
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// Busca si hay un mando conectado. Cierra y limpia el estado previo para
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// que la función sea idempotente si se invoca más de una vez.
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auto Input::discoverGameController() -> bool {
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// Cierra los mandos ya abiertos y limpia los vectores paralelos
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for (auto *pad : connectedControllers) {
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resetGameControllerState();
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ensureGamepadSubsystem();
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int num_joysticks = 0;
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SDL_JoystickID *joysticks = SDL_GetJoysticks(&num_joysticks);
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if (joysticks == nullptr) {
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return false;
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}
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int gamepad_count = 0;
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for (int i = 0; i < num_joysticks; ++i) {
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if (SDL_IsGamepad(joysticks[i])) {
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gamepad_count++;
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}
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}
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if (verbose_) {
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std::cout << "\nChecking for game controllers...\n";
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std::cout << num_joysticks << " joysticks found, " << gamepad_count << " are gamepads\n";
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}
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bool found = false;
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if (gamepad_count > 0) {
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found = true;
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int pad_index = 0;
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for (int i = 0; i < num_joysticks; i++) {
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if (!SDL_IsGamepad(joysticks[i])) {
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continue;
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}
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if (openGamepad(joysticks[i], pad_index)) {
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pad_index++;
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}
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}
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SDL_SetGamepadEventsEnabled(true);
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}
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SDL_free(joysticks);
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return found;
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}
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// Helper de discoverGameController: cierra mandos previos y limpia vectores paralelos
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void Input::resetGameControllerState() {
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for (auto *pad : connected_controllers_) {
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if (pad != nullptr) {
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SDL_CloseGamepad(pad);
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}
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}
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connectedControllers.clear();
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connectedControllerIds.clear();
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controllerNames.clear();
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numGamepads = 0;
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bool found = false;
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connected_controllers_.clear();
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connected_controller_ids_.clear();
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controller_names_.clear();
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num_gamepads_ = 0;
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}
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// Helper de discoverGameController: inicializa el subsystem de gamepad y carga el mapping
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void Input::ensureGamepadSubsystem() {
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if (SDL_WasInit(SDL_INIT_GAMEPAD) != SDL_INIT_GAMEPAD) {
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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}
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if (SDL_AddGamepadMappingsFromFile(db_path_.c_str()) < 0 && verbose_) {
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std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << '\n';
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}
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}
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if (SDL_AddGamepadMappingsFromFile(dbPath.c_str()) < 0) {
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if (verbose) {
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std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << '\n';
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// Helper de discoverGameController: abre y registra un mando. Devuelve true si tuvo éxito.
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auto Input::openGamepad(SDL_JoystickID joystick_id, int pad_index) -> bool {
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installWebStandardMapping(joystick_id);
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SDL_Gamepad *pad = SDL_OpenGamepad(joystick_id);
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if (pad == nullptr) {
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if (verbose_) {
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std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
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}
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return false;
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}
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int nJoysticks = 0;
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SDL_JoystickID *joysticks = SDL_GetJoysticks(&nJoysticks);
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if (joysticks != nullptr) {
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int gamepadCount = 0;
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for (int i = 0; i < nJoysticks; ++i) {
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if (SDL_IsGamepad(joysticks[i])) {
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gamepadCount++;
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}
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}
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if (verbose) {
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std::cout << "\nChecking for game controllers...\n";
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std::cout << nJoysticks << " joysticks found, " << gamepadCount << " are gamepads\n";
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}
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if (gamepadCount > 0) {
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found = true;
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int padIndex = 0;
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for (int i = 0; i < nJoysticks; i++) {
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if (!SDL_IsGamepad(joysticks[i])) {
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continue;
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}
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installWebStandardMapping(joysticks[i]);
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SDL_Gamepad *pad = SDL_OpenGamepad(joysticks[i]);
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if (pad != nullptr) {
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const std::string name = buildControllerName(pad, padIndex);
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connectedControllers.push_back(pad);
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connectedControllerIds.push_back(joysticks[i]);
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controllerNames.push_back(name);
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numGamepads++;
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padIndex++;
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if (verbose) {
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std::cout << name << '\n';
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}
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} else {
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if (verbose) {
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std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
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}
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}
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}
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SDL_SetGamepadEventsEnabled(true);
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}
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SDL_free(joysticks);
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const std::string NAME = buildControllerName(pad, pad_index);
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connected_controllers_.push_back(pad);
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connected_controller_ids_.push_back(joystick_id);
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controller_names_.push_back(NAME);
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num_gamepads_++;
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if (verbose_) {
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std::cout << NAME << '\n';
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}
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return found;
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return true;
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}
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// Procesa un evento SDL_EVENT_GAMEPAD_ADDED
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auto Input::handleGamepadAdded(SDL_JoystickID jid, std::string &outName) -> bool {
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auto Input::handleGamepadAdded(SDL_JoystickID jid, std::string &out_name) -> bool {
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if (!SDL_IsGamepad(jid)) {
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return false;
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}
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// Si el mando ya está registrado no hace nada (ej. evento retroactivo tras el scan inicial)
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if (std::ranges::any_of(connectedControllerIds, [jid](SDL_JoystickID existing) { return existing == jid; })) {
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if (std::ranges::any_of(connected_controller_ids_, [jid](SDL_JoystickID existing) { return existing == jid; })) {
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return false;
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}
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installWebStandardMapping(jid);
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SDL_Gamepad *pad = SDL_OpenGamepad(jid);
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if (pad == nullptr) {
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if (verbose) {
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if (verbose_) {
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std::cout << "Failed to open gamepad " << jid << ": " << SDL_GetError() << '\n';
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}
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return false;
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}
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const int padIndex = (int)connectedControllers.size();
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const std::string name = buildControllerName(pad, padIndex);
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connectedControllers.push_back(pad);
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connectedControllerIds.push_back(jid);
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controllerNames.push_back(name);
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numGamepads++;
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const int PAD_INDEX = (int)connected_controllers_.size();
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const std::string NAME = buildControllerName(pad, PAD_INDEX);
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connected_controllers_.push_back(pad);
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connected_controller_ids_.push_back(jid);
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controller_names_.push_back(NAME);
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num_gamepads_++;
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if (verbose) {
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std::cout << "Gamepad connected: " << name << '\n';
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if (verbose_) {
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std::cout << "Gamepad connected: " << NAME << '\n';
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}
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outName = name;
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out_name = NAME;
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return true;
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}
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// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED
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auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) -> bool {
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for (size_t i = 0; i < connectedControllerIds.size(); ++i) {
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if (connectedControllerIds[i] != jid) {
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auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &out_name) -> bool {
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for (size_t i = 0; i < connected_controller_ids_.size(); ++i) {
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if (connected_controller_ids_[i] != jid) {
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continue;
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}
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outName = controllerNames[i];
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if (connectedControllers[i] != nullptr) {
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SDL_CloseGamepad(connectedControllers[i]);
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out_name = controller_names_[i];
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if (connected_controllers_[i] != nullptr) {
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SDL_CloseGamepad(connected_controllers_[i]);
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}
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connectedControllers.erase(connectedControllers.begin() + i);
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connectedControllerIds.erase(connectedControllerIds.begin() + i);
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controllerNames.erase(controllerNames.begin() + i);
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numGamepads--;
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numGamepads = std::max(numGamepads, 0);
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connected_controllers_.erase(connected_controllers_.begin() + i);
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connected_controller_ids_.erase(connected_controller_ids_.begin() + i);
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controller_names_.erase(controller_names_.begin() + i);
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num_gamepads_--;
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num_gamepads_ = std::max(num_gamepads_, 0);
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if (verbose) {
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std::cout << "Gamepad disconnected: " << outName << '\n';
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if (verbose_) {
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std::cout << "Gamepad disconnected: " << out_name << '\n';
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}
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return true;
|
||||
@@ -358,35 +355,35 @@ auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) -> bo
|
||||
|
||||
// Comprueba si hay algun mando conectado
|
||||
auto Input::gameControllerFound() const -> bool {
|
||||
return numGamepads > 0;
|
||||
return num_gamepads_ > 0;
|
||||
}
|
||||
|
||||
// Obten el nombre de un mando de juego
|
||||
auto Input::getControllerName(int index) -> std::string {
|
||||
if (numGamepads > 0) {
|
||||
return controllerNames[index];
|
||||
if (num_gamepads_ > 0) {
|
||||
return controller_names_[index];
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
// Obten el numero de mandos conectados
|
||||
auto Input::getNumControllers() const -> int {
|
||||
return numGamepads;
|
||||
return num_gamepads_;
|
||||
}
|
||||
|
||||
// Establece si ha de mostrar mensajes
|
||||
void Input::setVerbose(bool value) {
|
||||
verbose = value;
|
||||
verbose_ = value;
|
||||
}
|
||||
|
||||
// Deshabilita las entradas durante un periodo de tiempo
|
||||
void Input::disableUntil(InputDisable value) {
|
||||
disabledUntil = value;
|
||||
enabled = false;
|
||||
disabled_until_ = value;
|
||||
enabled_ = false;
|
||||
}
|
||||
|
||||
// Hablita las entradas
|
||||
void Input::enable() {
|
||||
enabled = true;
|
||||
disabledUntil = d_notDisabled;
|
||||
enabled_ = true;
|
||||
disabled_until_ = NOT_DISABLED;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user