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coffee-crisis/source/core/input/input.cpp
T

389 lines
12 KiB
C++

#include "core/input/input.h"
#include <SDL3/SDL.h>
#include <algorithm> // for ranges::any_of
#include <iostream> // for basic_ostream, operator<<, cout, basi...
#include <utility>
// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
// parser extreu valors escombraries, el GUID resultant no està a la db i el
// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
static void installWebStandardMapping(SDL_JoystickID jid) {
#ifdef __EMSCRIPTEN__
SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
char guidStr[33];
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
const char *name = SDL_GetJoystickNameForID(jid);
if (!name || !*name) 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",
guidStr,
name);
SDL_AddGamepadMapping(mapping);
#else
(void)jid;
#endif
}
// Instancia única
Input *Input::instance = nullptr;
// Singleton API
void Input::init(const std::string &game_controller_db_path) {
Input::instance = new Input(game_controller_db_path);
}
void Input::destroy() {
delete Input::instance;
Input::instance = nullptr;
}
auto Input::get() -> Input * {
return Input::instance;
}
// Constructor
Input::Input(std::string file)
: db_path_(std::move(file)) {
// Inicializa las variables
KeyBindings kb;
kb.scancode = 0;
kb.active = false;
key_bindings_.resize(NUMBER_OF_INPUTS, kb);
GameControllerBindings gcb;
gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
gcb.active = false;
game_controller_bindings_.resize(NUMBER_OF_INPUTS, gcb);
}
// Destructor
Input::~Input() {
for (auto *pad : connected_controllers_) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connected_controllers_.clear();
connected_controller_ids_.clear();
controller_names_.clear();
num_gamepads_ = 0;
}
// Actualiza el estado del objeto
void Input::update() {
if (disabled_until_ == KEY_PRESSED && !checkAnyInput()) {
enable();
}
}
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code) {
key_bindings_[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
game_controller_bindings_[input].button = button;
}
// Comprueba si un input esta activo
auto Input::checkInput(Uint8 input, Repeat repeat, Device device, int index) -> bool {
if (!enabled_) {
return false;
}
if (device == Device::ANY) {
index = 0;
}
bool success_keyboard = false;
if (device == Device::KEYBOARD || device == Device::ANY) {
success_keyboard = checkKeyboardInput(input, repeat);
}
bool success_game_controller = false;
if ((device == Device::GAMECONTROLLER || device == Device::ANY) && gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
success_game_controller = checkGameControllerInput(input, repeat, index);
}
return success_keyboard || success_game_controller;
}
// Helper de checkInput: comprueba el estado de una tecla
auto Input::checkKeyboardInput(Uint8 input, Repeat repeat) -> bool {
const bool *key_states = SDL_GetKeyboardState(nullptr);
const bool IS_DOWN = key_states[key_bindings_[input].scancode];
if (repeat == Repeat::ON) {
return IS_DOWN;
}
// Modo edge-trigger: éxito sólo en el frame en que la tecla pasa de up a down
const bool PRESS_EDGE = IS_DOWN && !key_bindings_[input].active;
key_bindings_[input].active = IS_DOWN;
return PRESS_EDGE;
}
// Helper de checkInput: comprueba el estado de un botón de mando
auto Input::checkGameControllerInput(Uint8 input, Repeat repeat, int index) -> bool {
const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[input].button);
if (repeat == Repeat::ON) {
return IS_DOWN;
}
// Modo edge-trigger: éxito sólo en el frame en que el botón pasa de up a down
const bool PRESS_EDGE = IS_DOWN && !game_controller_bindings_[input].active;
game_controller_bindings_[input].active = IS_DOWN;
return PRESS_EDGE;
}
// Comprueba si hay almenos un input activo
auto Input::checkAnyInput(Device device, int index) -> bool {
if (device == Device::ANY) {
index = 0;
}
if (device == Device::KEYBOARD || device == Device::ANY) {
const bool *key_states = SDL_GetKeyboardState(nullptr);
if (std::ranges::any_of(key_bindings_,
[key_states](const auto &key_binding) { return key_states[key_binding.scancode]; })) {
return true;
}
}
if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
if (device == Device::GAMECONTROLLER || device == Device::ANY) {
for (auto &game_controller_binding : game_controller_bindings_) {
if (SDL_GetGamepadButton(connected_controllers_[index], game_controller_binding.button)) {
return true;
}
}
}
}
return false;
}
// Construye el nombre visible de un mando.
// Recorta des del primer '(' o '[' (per a evitar coses tipus
// "Retroid Controller (vendor: 1001) ...") i talla a 25 caràcters.
auto Input::buildControllerName(SDL_Gamepad *pad, int pad_index) -> std::string {
(void)pad_index;
const char *pad_name = SDL_GetGamepadName(pad);
std::string name = (pad_name != nullptr) ? pad_name : "Unknown";
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.size() > 25) {
name.resize(25);
}
return name;
}
// Busca si hay un mando conectado. Cierra y limpia el estado previo para
// que la función sea idempotente si se invoca más de una vez.
auto Input::discoverGameController() -> bool {
resetGameControllerState();
ensureGamepadSubsystem();
int num_joysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&num_joysticks);
if (joysticks == nullptr) {
return false;
}
int gamepad_count = 0;
for (int i = 0; i < num_joysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
gamepad_count++;
}
}
if (verbose_) {
std::cout << "\nChecking for game controllers...\n";
std::cout << num_joysticks << " joysticks found, " << gamepad_count << " are gamepads\n";
}
bool found = false;
if (gamepad_count > 0) {
found = true;
int pad_index = 0;
for (int i = 0; i < num_joysticks; i++) {
if (!SDL_IsGamepad(joysticks[i])) {
continue;
}
if (openGamepad(joysticks[i], pad_index)) {
pad_index++;
}
}
SDL_SetGamepadEventsEnabled(true);
}
SDL_free(joysticks);
return found;
}
// Helper de discoverGameController: cierra mandos previos y limpia vectores paralelos
void Input::resetGameControllerState() {
for (auto *pad : connected_controllers_) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connected_controllers_.clear();
connected_controller_ids_.clear();
controller_names_.clear();
num_gamepads_ = 0;
}
// Helper de discoverGameController: inicializa el subsystem de gamepad y carga el mapping
void Input::ensureGamepadSubsystem() {
if (SDL_WasInit(SDL_INIT_GAMEPAD) != SDL_INIT_GAMEPAD) {
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
}
if (SDL_AddGamepadMappingsFromFile(db_path_.c_str()) < 0 && verbose_) {
std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << '\n';
}
}
// Helper de discoverGameController: abre y registra un mando. Devuelve true si tuvo éxito.
auto Input::openGamepad(SDL_JoystickID joystick_id, int pad_index) -> bool {
installWebStandardMapping(joystick_id);
SDL_Gamepad *pad = SDL_OpenGamepad(joystick_id);
if (pad == nullptr) {
if (verbose_) {
std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
}
return false;
}
const std::string NAME = buildControllerName(pad, pad_index);
connected_controllers_.push_back(pad);
connected_controller_ids_.push_back(joystick_id);
controller_names_.push_back(NAME);
num_gamepads_++;
if (verbose_) {
std::cout << NAME << '\n';
}
return true;
}
// Procesa un evento SDL_EVENT_GAMEPAD_ADDED
auto Input::handleGamepadAdded(SDL_JoystickID jid, std::string &out_name) -> bool {
if (!SDL_IsGamepad(jid)) {
return false;
}
// Si el mando ya está registrado no hace nada (ej. evento retroactivo tras el scan inicial)
if (std::ranges::any_of(connected_controller_ids_, [jid](SDL_JoystickID existing) { return existing == jid; })) {
return false;
}
installWebStandardMapping(jid);
SDL_Gamepad *pad = SDL_OpenGamepad(jid);
if (pad == nullptr) {
if (verbose_) {
std::cout << "Failed to open gamepad " << jid << ": " << SDL_GetError() << '\n';
}
return false;
}
const int PAD_INDEX = (int)connected_controllers_.size();
const std::string NAME = buildControllerName(pad, PAD_INDEX);
connected_controllers_.push_back(pad);
connected_controller_ids_.push_back(jid);
controller_names_.push_back(NAME);
num_gamepads_++;
if (verbose_) {
std::cout << "Gamepad connected: " << NAME << '\n';
}
out_name = NAME;
return true;
}
// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED
auto Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &out_name) -> bool {
for (size_t i = 0; i < connected_controller_ids_.size(); ++i) {
if (connected_controller_ids_[i] != jid) {
continue;
}
out_name = controller_names_[i];
if (connected_controllers_[i] != nullptr) {
SDL_CloseGamepad(connected_controllers_[i]);
}
connected_controllers_.erase(connected_controllers_.begin() + i);
connected_controller_ids_.erase(connected_controller_ids_.begin() + i);
controller_names_.erase(controller_names_.begin() + i);
num_gamepads_--;
num_gamepads_ = std::max(num_gamepads_, 0);
if (verbose_) {
std::cout << "Gamepad disconnected: " << out_name << '\n';
}
return true;
}
return false;
}
// Comprueba si hay algun mando conectado
auto Input::gameControllerFound() const -> bool {
return num_gamepads_ > 0;
}
// Obten el nombre de un mando de juego
auto Input::getControllerName(int index) -> std::string {
if (num_gamepads_ > 0) {
return controller_names_[index];
}
return "";
}
// Obten el numero de mandos conectados
auto Input::getNumControllers() const -> int {
return num_gamepads_;
}
// Establece si ha de mostrar mensajes
void Input::setVerbose(bool value) {
verbose_ = value;
}
// Deshabilita las entradas durante un periodo de tiempo
void Input::disableUntil(InputDisable value) {
disabled_until_ = value;
enabled_ = false;
}
// Hablita las entradas
void Input::enable() {
enabled_ = true;
disabled_until_ = NOT_DISABLED;
}