migrant input: controllers.json guarda ara el path

migrant input: define_buttons no agarra inputs del mando que no toca
falta: Options ha de comprovar que el gamepad que te en la configuracio estiga o no estiga conectat
This commit is contained in:
2025-08-04 22:16:16 +02:00
parent f2d827daa4
commit 12e3226f17
3 changed files with 40 additions and 31 deletions

View File

@@ -8,22 +8,24 @@
#include "input_types.h" // Solo incluimos los tipos compartidos
struct GamepadConfig {
std::string name; // Nombre del dispositivo
std::unordered_map<InputAction, SDL_GamepadButton> bindings; // Asociación acción-botón
std::string name; // Nombre del dispositivo
std::string path; // Ruta física del dispositivo
std::unordered_map<InputAction, SDL_GamepadButton> bindings; // Asociación acción-botón
GamepadConfig(std::string name = "")
: name(name),
bindings{
{InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST},
{InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH},
{InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST},
{InputAction::START, SDL_GAMEPAD_BUTTON_START},
{InputAction::SERVICE, SDL_GAMEPAD_BUTTON_BACK}} {}
GamepadConfig(const std::string& name, const std::string& path)
: name(name),
path(path),
bindings{
{InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST},
{InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH},
{InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST},
{InputAction::START, SDL_GAMEPAD_BUTTON_START},
{InputAction::SERVICE, SDL_GAMEPAD_BUTTON_BACK}} {}
// Reasigna un botón a una acción
void rebindAction(InputAction action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
// Reasigna un botón a una acción
void rebindAction(InputAction action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
};
using GamepadConfigs = std::vector<GamepadConfig>;
@@ -39,13 +41,14 @@ class GamepadConfigManager {
for (const auto& config : configs) {
nlohmann::json gamepadJson;
gamepadJson["name"] = config.name;
gamepadJson["path"] = config.path;
gamepadJson["bindings"] = nlohmann::json::object();
// Convertir bindings a JSON
for (const auto& [action, button] : config.bindings) {
auto actionIt = actionToString.find(action);
auto buttonIt = buttonToString.find(button);
if (actionIt != actionToString.end() && buttonIt != buttonToString.end()) {
gamepadJson["bindings"][actionIt->second] = buttonIt->second;
}
@@ -93,7 +96,9 @@ class GamepadConfigManager {
continue; // Saltar configuraciones malformadas
}
GamepadConfig config(gamepadJson["name"]);
// Leer el campo path si existe, si no dejarlo vacío
std::string path = gamepadJson.contains("path") ? gamepadJson["path"].get<std::string>() : "";
GamepadConfig config(gamepadJson["name"], path);
// Limpiar bindings por defecto para cargar los del archivo
config.bindings.clear();