Files
coffee_crisis/source/input.cpp

343 lines
10 KiB
C++

#include "input.h"
#include <SDL3/SDL.h>
#include <iostream> // for basic_ostream, operator<<, cout, basi...
// 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(input_number_of_inputs, kb);
GameControllerBindings_t gcb;
gcb.button = SDL_GAMEPAD_BUTTON_INVALID;
gcb.active = false;
gameControllerBindings.resize(input_number_of_inputs, gcb);
numGamepads = 0;
verbose = true;
enabled = true;
}
// Destructor
Input::~Input() {
for (auto *pad : connectedControllers) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connectedControllers.clear();
connectedControllerIds.clear();
controllerNames.clear();
numGamepads = 0;
}
// Actualiza el estado del objeto
void Input::update() {
if (disabledUntil == d_keyPressed && !checkAnyInput()) {
enable();
}
}
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code) {
keyBindings[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GamepadButton button) {
gameControllerBindings[input].button = button;
}
// Comprueba si un input esta activo
bool Input::checkInput(Uint8 input, bool repeat, int device, int index) {
if (!enabled) {
return false;
}
bool successKeyboard = false;
bool successGameController = false;
if (device == INPUT_USE_ANY) {
index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
const bool *keyStates = SDL_GetKeyboardState(nullptr);
if (repeat) {
if (keyStates[keyBindings[input].scancode]) {
successKeyboard = true;
} else {
successKeyboard = false;
}
} else {
if (!keyBindings[input].active) {
if (keyStates[keyBindings[input].scancode]) {
keyBindings[input].active = true;
successKeyboard = true;
} else {
successKeyboard = false;
}
} else {
if (!keyStates[keyBindings[input].scancode]) {
keyBindings[input].active = false;
successKeyboard = false;
} else {
successKeyboard = false;
}
}
}
}
if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size())
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) {
if (repeat) {
if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
successGameController = true;
} else {
successGameController = false;
}
} else {
if (!gameControllerBindings[input].active) {
if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
gameControllerBindings[input].active = true;
successGameController = true;
} else {
successGameController = false;
}
} else {
if (!SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[input].button)) {
gameControllerBindings[input].active = false;
successGameController = false;
} else {
successGameController = false;
}
}
}
}
return (successKeyboard || successGameController);
}
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(int device, int index) {
if (device == INPUT_USE_ANY) {
index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) {
const bool *mKeystates = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)keyBindings.size(); ++i) {
if (mKeystates[keyBindings[i].scancode]) {
return true;
}
}
}
if (gameControllerFound() && index >= 0 && index < (int)connectedControllers.size()) {
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) {
for (int i = 0; i < (int)gameControllerBindings.size(); ++i) {
if (SDL_GetGamepadButton(connectedControllers[index], gameControllerBindings[i].button)) {
return true;
}
}
}
}
return false;
}
// Construye el nombre visible de un mando
std::string Input::buildControllerName(SDL_Gamepad *pad, int padIndex) {
const char *padName = SDL_GetGamepadName(pad);
std::string name = padName ? padName : "Unknown";
if (name.size() > 25) {
name.resize(25);
}
return name + " #" + std::to_string(padIndex);
}
// 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.
bool Input::discoverGameController() {
// Cierra los mandos ya abiertos y limpia los vectores paralelos
for (auto *pad : connectedControllers) {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
connectedControllers.clear();
connectedControllerIds.clear();
controllerNames.clear();
numGamepads = 0;
bool found = false;
if (SDL_WasInit(SDL_INIT_GAMEPAD) != SDL_INIT_GAMEPAD) {
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
}
if (SDL_AddGamepadMappingsFromFile(dbPath.c_str()) < 0) {
if (verbose) {
std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << std::endl;
}
}
int nJoysticks = 0;
SDL_JoystickID *joysticks = SDL_GetJoysticks(&nJoysticks);
if (joysticks) {
int gamepadCount = 0;
for (int i = 0; i < nJoysticks; ++i) {
if (SDL_IsGamepad(joysticks[i])) {
gamepadCount++;
}
}
if (verbose) {
std::cout << "\nChecking for game controllers...\n";
std::cout << nJoysticks << " joysticks found, " << gamepadCount << " are gamepads\n";
}
if (gamepadCount > 0) {
found = true;
int padIndex = 0;
for (int i = 0; i < nJoysticks; i++) {
if (!SDL_IsGamepad(joysticks[i])) continue;
SDL_Gamepad *pad = SDL_OpenGamepad(joysticks[i]);
if (pad != nullptr) {
const std::string name = buildControllerName(pad, padIndex);
connectedControllers.push_back(pad);
connectedControllerIds.push_back(joysticks[i]);
controllerNames.push_back(name);
numGamepads++;
padIndex++;
if (verbose) {
std::cout << name << std::endl;
}
} else {
if (verbose) {
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
}
SDL_SetGamepadEventsEnabled(true);
}
SDL_free(joysticks);
}
return found;
}
// Procesa un evento SDL_EVENT_GAMEPAD_ADDED
bool Input::handleGamepadAdded(SDL_JoystickID jid, std::string &outName) {
if (!SDL_IsGamepad(jid)) {
return false;
}
// Si el mando ya está registrado no hace nada (ej. evento retroactivo tras el scan inicial)
for (SDL_JoystickID existing : connectedControllerIds) {
if (existing == jid) {
return false;
}
}
SDL_Gamepad *pad = SDL_OpenGamepad(jid);
if (pad == nullptr) {
if (verbose) {
std::cout << "Failed to open gamepad " << jid << ": " << SDL_GetError() << std::endl;
}
return false;
}
const int padIndex = (int)connectedControllers.size();
const std::string name = buildControllerName(pad, padIndex);
connectedControllers.push_back(pad);
connectedControllerIds.push_back(jid);
controllerNames.push_back(name);
numGamepads++;
if (verbose) {
std::cout << "Gamepad connected: " << name << std::endl;
}
outName = name;
return true;
}
// Procesa un evento SDL_EVENT_GAMEPAD_REMOVED
bool Input::handleGamepadRemoved(SDL_JoystickID jid, std::string &outName) {
for (size_t i = 0; i < connectedControllerIds.size(); ++i) {
if (connectedControllerIds[i] != jid) continue;
outName = controllerNames[i];
if (connectedControllers[i] != nullptr) {
SDL_CloseGamepad(connectedControllers[i]);
}
connectedControllers.erase(connectedControllers.begin() + i);
connectedControllerIds.erase(connectedControllerIds.begin() + i);
controllerNames.erase(controllerNames.begin() + i);
numGamepads--;
if (numGamepads < 0) numGamepads = 0;
if (verbose) {
std::cout << "Gamepad disconnected: " << outName << std::endl;
}
return true;
}
return false;
}
// 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[index];
} else {
return "";
}
}
// Obten el numero de mandos conectados
int Input::getNumControllers() {
return numGamepads;
}
// Establece si ha de mostrar mensajes
void Input::setVerbose(bool value) {
verbose = value;
}
// Deshabilita las entradas durante un periodo de tiempo
void Input::disableUntil(i_disable_e value) {
disabledUntil = value;
enabled = false;
}
// Hablita las entradas
void Input::enable() {
enabled = true;
disabledUntil = d_notDisabled;
}