ja permet mapejar botons tipo trigger

This commit is contained in:
2025-08-16 18:03:32 +02:00
parent 6102504d32
commit 2a4c47a6ca
5 changed files with 194 additions and 1 deletions

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@@ -65,6 +65,10 @@ auto Input::checkAction(Action action, bool repeat, bool check_keyboard, std::sh
if (gamepad != nullptr) {
success_controller = checkAxisInput(action, gamepad, repeat);
if (!success_controller) {
success_controller = checkTriggerInput(action, gamepad, repeat);
}
if (!success_controller) {
if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
success_controller = gamepad->bindings[action].is_held;
@@ -243,6 +247,54 @@ auto Input::checkAxisInput(Action action, std::shared_ptr<Gamepad> gamepad, bool
return false;
}
// Comprueba los triggers del mando como botones digitales
auto Input::checkTriggerInput(Action action, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool {
// Solo manejamos botones específicos que pueden ser triggers
if (gamepad->bindings[action].button != SDL_GAMEPAD_BUTTON_INVALID) {
// Solo procesamos L2 y R2 como triggers
SDL_GamepadButton button = gamepad->bindings[action].button;
// Verificar si el botón mapeado corresponde a un trigger virtual
// (Para esto necesitamos valores especiales que representen L2/R2 como botones)
bool trigger_active_now = false;
// Usamos constantes especiales para L2 y R2 como botones
if (button == TRIGGER_L2_AS_BUTTON) { // L2 como botón
Sint16 trigger_value = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
trigger_active_now = trigger_value > TRIGGER_THRESHOLD;
} else if (button == TRIGGER_R2_AS_BUTTON) { // R2 como botón
Sint16 trigger_value = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
trigger_active_now = trigger_value > TRIGGER_THRESHOLD;
} else {
return false; // No es un trigger
}
// Referencia al binding correspondiente
auto &binding = gamepad->bindings[action];
if (repeat) {
// Si se permite repetir, simplemente devolvemos el estado actual
return trigger_active_now;
}
// Si no se permite repetir, aplicamos la lógica de transición
if (trigger_active_now && !binding.trigger_active) {
// Transición de inactivo a activo
binding.trigger_active = true;
return true;
}
if (!trigger_active_now && binding.trigger_active) {
// Transición de activo a inactivo
binding.trigger_active = false;
}
// Mantener el estado actual
return false;
}
return false;
}
void Input::addGamepadMappingsFromFile() {
if (SDL_AddGamepadMappingsFromFile(gamepad_mappings_file_.c_str()) < 0) {
std::cout << "Error, could not load " << gamepad_mappings_file_.c_str() << " file: " << SDL_GetError() << std::endl;
@@ -280,6 +332,7 @@ void Input::resetInputStates() {
for (auto &binding : gamepad->bindings) {
binding.second.is_held = false;
binding.second.just_pressed = false;
binding.second.trigger_active = false;
}
}
}