Files
coffee_crisis/source/input.cpp

164 lines
4.1 KiB
C++

#include "input.h"
// Constructor
Input::Input()
{
for (int i = 0; i < 15; i++)
{
mInput[i].scancode = 0;
mInput[i].active = false;
}
}
// Destructor
Input::~Input()
{
}
// Asigna uno de los posibles inputs a una tecla del teclado
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
mInput[input].scancode = code;
}
// Comprueba si un input esta activo
bool Input::checkInput(Uint8 input, bool repeat)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(NULL);
if (repeat)
{
if (mKeystates[mInput[input].scancode] != 0)
return true;
else
return false;
}
else
{
if (!mInput[input].active)
{
if (mKeystates[mInput[input].scancode] != 0)
{
mInput[input].active = true;
return true;
}
else
{
return false;
}
}
else
{
if (mKeystates[mInput[input].scancode] == 0)
{
mInput[input].active = false;
return false;
}
else
{
return false;
}
}
}
}
// Gestiona las entradas desde el mando de juego
bool Input::checkGameController(Uint8 state)
{
bool success = false;
// No hay mando. Siempre devuelve falso salvo NO_INPUT que siempre es cierto
/*if (!mGameControllerFound)
{
if (state == NO_INPUT)
return true;
else
return false;
}
switch (state)
{
case INPUT_NULL:
success = !checkGameController(INPUT_UP) && !checkGameController(INPUT_DOWN) && !checkGameController(INPUT_LEFT) && !checkGameController(INPUT_RIGHT) &&
!checkGameController(INPUT_ACCEPT) && !checkGameController(INPUT_CANCEL) && !checkGameController(INPUT_PAUSE) &&
!checkGameController(INPUT_FIRE_UP) && !checkGameController(INPUT_FIRE_LEFT) && !checkGameController(INPUT_FIRE_RIGHT);
break;
case INPUT_UP:
success = (SDL_JoystickGetAxis(mGameController, 1) < -JOYSTICK_DEAD_ZONE) || (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_DPAD_UP));
break;
case INPUT_DOWN:
success = (SDL_JoystickGetAxis(mGameController, 1) > JOYSTICK_DEAD_ZONE) || (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_DPAD_DOWN));
break;
case INPUT_LEFT:
success = (SDL_JoystickGetAxis(mGameController, 0) < -JOYSTICK_DEAD_ZONE) || (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_DPAD_LEFT));
break;
case INPUT_RIGHT:
success = (SDL_JoystickGetAxis(mGameController, 0) > JOYSTICK_DEAD_ZONE) || (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
break;
case INPUT_ACCEPT:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_B));
break;
case INPUT_CANCEL:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_A));
break;
case INPUT_PAUSE:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_START));
break;
case INPUT_FIRE_UP:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_Y));
break;
case INPUT_FIRE_LEFT:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_X));
break;
case INPUT_FIRE_RIGHT:
success = (SDL_JoystickGetButton(mGameController, SDL_CONTROLLER_BUTTON_B));
break;
default:
break;
}*/
return success;
}
// Comprueba si hay algun mando conectado
/*if (SDL_NumJoysticks() < 1)
{
printf("Warning: No joysticks connected!\n");
mGameControllerFound = false;
}
else
{
// Carga el mando
mGameController = SDL_JoystickOpen(0);
mGameControllerFound = true;
if (mGameController == NULL)
{
printf("Warning: Unable to open game controller!\nSDL Error: %s\n", SDL_GetError());
mGameControllerFound = false;
}
else
{
printf("%i joysticks were found.\n", SDL_NumJoysticks());
std::cout << SDL_JoystickNumButtons(mGameController) << " buttons\n";
// Obtiene el dispositivo de control háptico
mControllerHaptic = SDL_HapticOpenFromJoystick(mGameController);
if (mControllerHaptic == NULL)
{
printf("Warning: Controller does not support haptics!\nSDL Error: %s\n", SDL_GetError());
}
else
{
printf("Haptics detected\n");
// Inicializa la vibración
if (SDL_HapticRumbleInit(mControllerHaptic) < 0)
{
printf("Warning: Unable to initialize rumble!\nSDL Error: %s\n", SDL_GetError());
}
}
}
}*/