#include "input.h" #include // Constructor Input::Input(std::string file) { // Fichero gamecontrollerdb.txt dbPath = file; // Inicializa las variables keyBindings_t kb; kb.scancode = 0; kb.active = false; keyBindings.resize(17, kb); 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() { } // Asigna uno de los posibles inputs a una tecla del teclado void Input::bindKey(Uint8 input, SDL_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) { gameControllerBindings.at(input).button = button; } // Comprueba si un input esta activo bool Input::checkInput(Uint8 input, bool repeat, int device, int index) { bool successKeyboard = false; bool successGameController = false; if (device == INPUT_USE_ANY) index = 0; if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) { const Uint8 *keyStates = SDL_GetKeyboardState(nullptr); if (repeat) { if (keyStates[keyBindings.at(input).scancode] != 0) { successKeyboard = true; } else { successKeyboard = false; } } else { if (!keyBindings.at(input).active) { if (keyStates[keyBindings.at(input).scancode] != 0) { keyBindings.at(input).active = true; successKeyboard = true; } else { successKeyboard = false; } } else { if (keyStates[keyBindings.at(input).scancode] == 0) { keyBindings.at(input).active = false; successKeyboard = false; } else { successKeyboard = false; } } } } if (gameControllerFound()) if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) { if (repeat) { if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) != 0) { successGameController = true; } else { successGameController = false; } } else { if (!gameControllerBindings[input].active) { if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) != 0) { gameControllerBindings[input].active = true; successGameController = true; } else { successGameController = false; } } else { if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings[input].button) == 0) { gameControllerBindings[input].active = false; successGameController = false; } else { successGameController = false; } } } } return (successKeyboard || successGameController); } // Comprueba si hay un mando conectado bool Input::discoverGameController() { bool found = false; if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) { SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); } if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0) { printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError()); } const int nJoysticks = SDL_NumJoysticks(); numGamepads = 0; // Cuenta el numero de mandos for (int i = 0; i < nJoysticks; ++i) { if (SDL_IsGameController(i)) { numGamepads++; } } printf("\nChecking for game controllers...\n"); printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads); if (numGamepads > 0) { found = true; 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) { 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; controllerNames.push_back(name); } else { std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl; } } SDL_GameControllerEventState(SDL_ENABLE); } return found; } // Comprueba si hay algun mando conectado bool Input::gameControllerFound() { if (numGamepads > 0) { return true; } else { return false; } } // Obten el nombre de un mando de juego std::string Input::getControllerName(int index) { if (numGamepads > 0) { return controllerNames.at(index); } else { return ""; } } // Obten el numero de mandos conectados int Input::getNumControllers() { return numGamepads; }