391 lines
12 KiB
C++
391 lines
12 KiB
C++
#include "core/input/input.h"
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#include <SDL3/SDL.h>
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#include <algorithm> // for ranges::any_of
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#include <iostream> // for basic_ostream, operator<<, cout, basi...
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#include <utility>
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// Emscripten-only: SDL 3.4+ ja no casa el GUID dels mandos de Chrome Android
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// amb gamecontrollerdb (el gamepad.id d'Android no porta Vendor/Product, el
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// parser extreu valors escombraries, el GUID resultant no està a la db i el
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// gamepad queda obert amb un mapping incorrecte). Com el W3C Gamepad API
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// garanteix el layout estàndard quan el navegador reporta mapping=="standard",
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// injectem un mapping SDL amb eixe layout per al GUID del joystick abans
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// d'obrir-lo com gamepad. Fora d'Emscripten és un no-op.
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static void installWebStandardMapping(SDL_JoystickID jid) {
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#ifdef __EMSCRIPTEN__
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SDL_GUID guid = SDL_GetJoystickGUIDForID(jid);
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char guidStr[33];
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SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
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const char *name = SDL_GetJoystickNameForID(jid);
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if (!name || !*name) name = "Standard Gamepad";
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char mapping[512];
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SDL_snprintf(mapping, sizeof(mapping),
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"%s,%s,"
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"a:b0,b:b1,x:b2,y:b3,"
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"leftshoulder:b4,rightshoulder:b5,"
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"lefttrigger:b6,righttrigger:b7,"
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"back:b8,start:b9,"
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"leftstick:b10,rightstick:b11,"
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"dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,"
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"guide:b16,"
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"leftx:a0,lefty:a1,rightx:a2,righty:a3,"
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"platform:Emscripten",
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guidStr,
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name);
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SDL_AddGamepadMapping(mapping);
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#else
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(void)jid;
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#endif
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}
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// Instancia única
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Input *Input::instance = nullptr;
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// Singleton API
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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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delete Input::instance;
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Input::instance = nullptr;
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}
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auto Input::get() -> Input * {
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return Input::instance;
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}
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// Constructor
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Input::Input(std::string 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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key_bindings_.resize(static_cast<std::size_t>(Action::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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game_controller_bindings_.resize(static_cast<std::size_t>(Action::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 : 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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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 (disabled_until_ == Disable::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(Action input, SDL_Scancode code) {
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key_bindings_[static_cast<std::size_t>(input)].scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(Action input, SDL_GamepadButton button) {
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game_controller_bindings_[static_cast<std::size_t>(input)].button = button;
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}
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// Comprueba si un input esta activo
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auto Input::checkInput(Action input, Repeat repeat, Device device, int index) -> bool {
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if (!enabled_) {
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return false;
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}
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if (device == Device::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 == Device::KEYBOARD || device == Device::ANY) {
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success_keyboard = checkKeyboardInput(input, repeat);
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}
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bool success_game_controller = false;
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if ((device == Device::GAMECONTROLLER || device == Device::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 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(Action input, Repeat repeat) -> bool {
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const auto IDX = static_cast<std::size_t>(input);
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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const bool IS_DOWN = key_states[key_bindings_[IDX].scancode];
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if (repeat == Repeat::ON) {
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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_[IDX].active;
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key_bindings_[IDX].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(Action input, Repeat repeat, int index) -> bool {
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const auto IDX = static_cast<std::size_t>(input);
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const bool IS_DOWN = SDL_GetGamepadButton(connected_controllers_[index], game_controller_bindings_[IDX].button);
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if (repeat == Repeat::ON) {
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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_[IDX].active;
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game_controller_bindings_[IDX].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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auto Input::checkAnyInput(Device device, int index) -> bool {
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if (device == Device::ANY) {
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index = 0;
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}
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if (device == Device::KEYBOARD || device == Device::ANY) {
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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if (std::ranges::any_of(key_bindings_,
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[key_states](const auto &key_binding) { return key_states[key_binding.scancode]; })) {
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return true;
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}
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}
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if (gameControllerFound() && index >= 0 && index < (int)connected_controllers_.size()) {
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if (device == Device::GAMECONTROLLER || device == Device::ANY) {
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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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}
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}
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return false;
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}
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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 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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}
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if (name.size() > 25) {
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name.resize(25);
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}
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return name;
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}
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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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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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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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// 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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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 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 &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(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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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 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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}
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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 &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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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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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: " << out_name << '\n';
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}
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return true;
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}
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return false;
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}
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// Comprueba si hay algun mando conectado
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auto Input::gameControllerFound() const -> bool {
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return num_gamepads_ > 0;
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}
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// Obten el nombre de un mando de juego
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auto Input::getControllerName(int index) -> std::string {
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if (num_gamepads_ > 0) {
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return controller_names_[index];
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}
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return "";
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}
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// Obten el numero de mandos conectados
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auto Input::getNumControllers() const -> int {
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return num_gamepads_;
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}
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// Establece si ha de mostrar mensajes
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void Input::setVerbose(bool value) {
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verbose_ = value;
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}
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// Deshabilita las entradas durante un periodo de tiempo
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void Input::disableUntil(Disable value) {
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disabled_until_ = value;
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enabled_ = false;
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}
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// Hablita las entradas
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void Input::enable() {
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enabled_ = true;
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disabled_until_ = Disable::NOT_DISABLED;
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}
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