TITULO bastante avanzado, se deja para el final ya que falta ver elmodo demo y demas

This commit is contained in:
2022-09-29 11:22:29 +02:00
parent fd90a3c66c
commit 15b73f1d2c
7 changed files with 492 additions and 492 deletions

View File

@@ -5,38 +5,38 @@
Input::Input(std::string file)
{
// Fichero gamecontrollerdb.txt
mDBpath = file;
dbPath = file;
// Inicializa las variables
for (int i = 0; i < 17; i++)
{
mKeyBindings[i].scancode = 0;
mKeyBindings[i].active = false;
keyBindings_t kb;
kb.scancode = 0;
kb.active = false;
keyBindings.resize(17, kb);
mGameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID;
mGameControllerBindings[i].active = false;
}
GameControllerBindings_t gcb;
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
gcb.active = false;
gameControllerBindings.resize(17, gcb);
// Comprueba si hay un mando conectado
discoverGameController();
}
// Destructor
Input::~Input()
{
for (int i = 0; i < mNumGamepads; i++)
mConnectedControllers[i] = nullptr;
}
// Asigna uno de los posibles inputs a una tecla del teclado
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
mKeyBindings[input].scancode = code;
keyBindings.at(input).scancode = code;
}
// Asigna uno de los posibles inputs a un botón del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
mGameControllerBindings[input].button = button;
gameControllerBindings.at(input).button = button;
}
// Comprueba si un input esta activo
@@ -48,24 +48,28 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
if (device == INPUT_USE_ANY)
index = 0;
if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY))
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
if (repeat)
{
if (mKeystates[mKeyBindings[input].scancode] != 0)
if (keyStates[keyBindings.at(input).scancode] != 0)
{
successKeyboard = true;
}
else
{
successKeyboard = false;
}
}
else
{
if (!mKeyBindings[input].active)
if (!keyBindings.at(input).active)
{
if (mKeystates[mKeyBindings[input].scancode] != 0)
if (keyStates[keyBindings.at(input).scancode] != 0)
{
mKeyBindings[input].active = true;
keyBindings.at(input).active = true;
successKeyboard = true;
}
else
@@ -75,9 +79,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (mKeystates[mKeyBindings[input].scancode] == 0)
if (keyStates[keyBindings.at(input).scancode] == 0)
{
mKeyBindings[input].active = false;
keyBindings.at(input).active = false;
successKeyboard = false;
}
else
@@ -93,18 +97,22 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (repeat)
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) != 0)
{
successGameController = true;
}
else
{
successGameController = false;
}
}
else
{
if (!mGameControllerBindings[input].active)
if (!gameControllerBindings[input].active)
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) != 0)
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) != 0)
{
mGameControllerBindings[input].active = true;
gameControllerBindings[input].active = true;
successGameController = true;
}
else
@@ -114,9 +122,9 @@ bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
}
else
{
if (SDL_GameControllerGetButton(mConnectedControllers[index], mGameControllerBindings[input].button) == 0)
if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) == 0)
{
mGameControllerBindings[input].active = false;
gameControllerBindings[input].active = false;
successGameController = false;
}
else
@@ -136,45 +144,54 @@ bool Input::discoverGameController()
bool found = false;
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
{
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_GameControllerAddMappingsFromFile(mDBpath.c_str()) < 0)
printf("Error, could not load %s file: %s\n", mDBpath.c_str(), SDL_GetError());
if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
{
printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError());
}
int nJoysticks = SDL_NumJoysticks();
mNumGamepads = 0;
const int nJoysticks = SDL_NumJoysticks();
numGamepads = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; i++)
for (int i = 0; i < nJoysticks; ++i)
{
if (SDL_IsGameController(i))
mNumGamepads++;
{
numGamepads++;
}
}
printf("\nChecking for game controllers...\n");
printf("%i joysticks found, %i are gamepads\n", nJoysticks, mNumGamepads);
printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
if (mNumGamepads > 0)
if (numGamepads > 0)
{
found = true;
for (int i = 0; i < mNumGamepads; i++)
for (int i = 0; i < numGamepads; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
mConnectedControllers.push_back(pad);
std::string separator(" #");
connectedControllers.push_back(pad);
const std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
name.resize(25);
name = name + separator + std::to_string(i);
std::cout << name << std::endl;
mControllerNames.push_back(name);
controllerNames.push_back(name);
}
else
{
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
//mGameController = mConnectedControllers[0];
SDL_GameControllerEventState(SDL_ENABLE);
}
@@ -184,23 +201,31 @@ bool Input::discoverGameController()
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound()
{
if (mNumGamepads > 0)
if (numGamepads > 0)
{
return true;
}
else
{
return false;
}
}
// Obten el nombre de un mando de juego
std::string Input::getControllerName(int index)
{
if (mNumGamepads > 0)
return mControllerNames[index];
if (numGamepads > 0)
{
return controllerNames.at(index);
}
else
{
return "";
}
}
// Obten el numero de mandos conectados
int Input::getNumControllers()
{
return mNumGamepads;
return numGamepads;
}