reestructuració

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2026-04-14 13:26:22 +02:00
parent 4ac34b8583
commit 4429cd92c1
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#include "define_buttons.hpp"
#include <algorithm> // Para __all_of_fn, all_of
#include <memory> // Para unique_ptr, allocator, shared_ptr, operator==, make_unique
#include "input.hpp" // Para Input
#include "input_types.hpp" // Para InputAction
#include "lang.hpp" // Para getText
#include "options.hpp" // Para Gamepad
#include "param.hpp" // Para Param, param, ParamGame, ParamServiceMenu
#include "resource.hpp" // Para Resource
#include "ui/window_message.hpp" // Para WindowMessage
#include "utils.hpp" // Para Zone
DefineButtons::DefineButtons()
: input_(Input::get()) {
clearButtons();
auto gamepads = input_->getGamepads();
for (const auto& gamepad : gamepads) {
controller_names_.emplace_back(Input::getControllerName(gamepad));
}
// Crear la ventana de mensaje
WindowMessage::Config config(param.service_menu.window_message);
auto text_renderer = Resource::get()->getText("04b_25_flat");
window_message_ = std::make_unique<WindowMessage>(
text_renderer,
Lang::getText("[DEFINE_BUTTONS] TITLE"),
config);
window_message_->setPosition(param.game.game_area.center_x, param.game.game_area.center_y, WindowMessage::PositionMode::CENTERED);
}
void DefineButtons::render() {
if (enabled_ && window_message_) {
window_message_->render();
}
}
void DefineButtons::update(float delta_time) {
if (!enabled_) {
return;
}
// Actualizar la ventana siempre
if (window_message_) {
window_message_->update(delta_time);
}
// Manejar la secuencia de cierre si ya terminamos
if (finished_ && message_shown_) {
message_timer_ += delta_time;
// Después del delay, iniciar animación de cierre (solo una vez)
if (message_timer_ >= MESSAGE_DISPLAY_DURATION_S && !closing_) {
if (window_message_) {
window_message_->hide(); // Iniciar animación de cierre
}
closing_ = true;
}
}
}
void DefineButtons::handleEvents(const SDL_Event& event) {
if (enabled_) {
switch (event.type) {
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
doControllerButtonDown(event.gbutton);
break;
case SDL_EVENT_GAMEPAD_BUTTON_UP:
checkEnd();
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
doControllerAxisMotion(event.gaxis);
break;
default:
break;
}
}
}
auto DefineButtons::enable(Options::Gamepad* options_gamepad) -> bool {
if (options_gamepad != nullptr) {
options_gamepad_ = options_gamepad;
enabled_ = true;
finished_ = false;
index_button_ = 0;
message_shown_ = false;
closing_ = false;
l2_was_pressed_ = false;
r2_was_pressed_ = false;
clearButtons();
updateWindowMessage();
if (window_message_) {
window_message_->autoSize();
window_message_->show();
}
return true;
}
return false;
}
void DefineButtons::disable() {
enabled_ = false;
finished_ = false;
message_shown_ = false;
closing_ = false;
l2_was_pressed_ = false;
r2_was_pressed_ = false;
if (window_message_) {
window_message_->hide();
}
}
void DefineButtons::doControllerButtonDown(const SDL_GamepadButtonEvent& event) {
auto gamepad = input_->getGamepad(event.which);
if (!gamepad || gamepad != options_gamepad_->instance) {
return;
}
const auto BUTTON = static_cast<SDL_GamepadButton>(event.button);
if (checkButtonNotInUse(BUTTON)) {
buttons_.at(index_button_).button = static_cast<int>(BUTTON);
incIndexButton();
updateWindowMessage();
}
}
void DefineButtons::doControllerAxisMotion(const SDL_GamepadAxisEvent& event) {
auto gamepad = input_->getGamepad(event.which);
if (!gamepad || gamepad != options_gamepad_->instance) {
return;
}
// Solo manejamos L2 y R2 como botones con lógica de transición
if (event.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER) {
bool l2_is_pressed_now = event.value > 16384;
// Solo actuar en la transición de no presionado a presionado
if (l2_is_pressed_now && !l2_was_pressed_) {
const auto TRIGGER_BUTTON = Input::TRIGGER_L2_AS_BUTTON;
if (checkTriggerNotInUse(TRIGGER_BUTTON)) {
buttons_.at(index_button_).button = TRIGGER_BUTTON;
incIndexButton();
updateWindowMessage();
}
}
// Detectar liberación del trigger para llamar checkEnd()
if (!l2_is_pressed_now && l2_was_pressed_) {
checkEnd();
}
l2_was_pressed_ = l2_is_pressed_now;
} else if (event.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
bool r2_is_pressed_now = event.value > 16384;
// Solo actuar en la transición de no presionado a presionado
if (r2_is_pressed_now && !r2_was_pressed_) {
const auto TRIGGER_BUTTON = Input::TRIGGER_R2_AS_BUTTON;
if (checkTriggerNotInUse(TRIGGER_BUTTON)) {
buttons_.at(index_button_).button = TRIGGER_BUTTON;
incIndexButton();
updateWindowMessage();
}
}
// Detectar liberación del trigger para llamar checkEnd()
if (!r2_is_pressed_now && r2_was_pressed_) {
checkEnd();
}
r2_was_pressed_ = r2_is_pressed_now;
}
}
void DefineButtons::bindButtons(Options::Gamepad* options_gamepad) {
for (const auto& button : buttons_) {
Input::bindGameControllerButton(options_gamepad->instance, button.action, static_cast<SDL_GamepadButton>(button.button));
}
Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
Input::bindGameControllerButton(options_gamepad->instance, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
}
void DefineButtons::incIndexButton() {
if (index_button_ < buttons_.size() - 1) {
++index_button_;
} else {
finished_ = true;
}
}
auto DefineButtons::checkButtonNotInUse(SDL_GamepadButton button) -> bool {
return std::ranges::all_of(buttons_, [button](const auto& b) -> auto {
return b.button != button;
});
}
auto DefineButtons::checkTriggerNotInUse(int trigger_button) -> bool {
return std::ranges::all_of(buttons_, [trigger_button](const auto& b) -> auto {
return b.button != trigger_button;
});
}
void DefineButtons::clearButtons() {
buttons_.clear();
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_LEFT"), Input::Action::FIRE_LEFT, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID));
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_UP"), Input::Action::FIRE_CENTER, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID));
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] FIRE_RIGHT"), Input::Action::FIRE_RIGHT, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID));
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] START"), Input::Action::START, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID));
buttons_.emplace_back(Lang::getText("[DEFINE_BUTTONS] SERVICE_MENU"), Input::Action::SERVICE, static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID));
}
void DefineButtons::checkEnd() {
if (finished_ && !message_shown_) {
bindButtons(options_gamepad_);
input_->saveGamepadConfigFromGamepad(options_gamepad_->instance);
input_->resetInputStates();
// Mostrar mensaje de finalización
if (window_message_) {
window_message_->clearTexts();
window_message_->addText(Lang::getText("[DEFINE_BUTTONS] CONFIGURATION_COMPLETE"));
}
// Solo marcar que ya mostramos el mensaje
message_shown_ = true;
message_timer_ = 0.0F;
}
}
auto DefineButtons::isReadyToClose() const -> bool {
// Solo está listo para cerrar si:
// 1. Terminó
// 2. Ya mostró el mensaje
// 3. Está cerrando
// 4. La ventana ya no está visible (animación terminada)
return finished_ && message_shown_ && closing_ &&
(!window_message_ || !window_message_->isVisible());
}
void DefineButtons::updateWindowMessage() {
if (!window_message_ || (options_gamepad_ == nullptr)) {
return;
}
// Configurar título
std::string title = Lang::getText("[DEFINE_BUTTONS] CONFIGURING") + ": " + options_gamepad_->name;
window_message_->setTitle(title);
// Limpiar textos anteriores
window_message_->clearTexts();
if (index_button_ < buttons_.size()) {
// Instrucción actual
std::string instruction = Lang::getText("[DEFINE_BUTTONS] PRESS_BUTTON_FOR") + ":";
window_message_->addText(instruction);
window_message_->addText(buttons_.at(index_button_).label);
}
}

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#pragma once
#include <SDL3/SDL.h>
#include <cstddef>
#include <memory>
#include <string>
#include <utility>
#include <vector>
#include "input.hpp"
#include "ui/window_message.hpp"
namespace Options {
struct Gamepad;
}
// --- Clase DefineButtons: configuración de botones de gamepad ---
class DefineButtons {
public:
// --- Estructuras ---
struct Button {
std::string label;
Input::Action action;
int button;
Button(std::string label, Input::Action action, int button)
: label(std::move(label)),
action(action),
button(button) {}
};
// --- Constructor y destructor ---
DefineButtons();
~DefineButtons() = default;
// --- Métodos principales ---
void render();
void update(float delta_time);
void handleEvents(const SDL_Event& event);
auto enable(Options::Gamepad* options_gamepad) -> bool;
void disable();
// --- Getters ---
[[nodiscard]] auto isReadyToClose() const -> bool;
[[nodiscard]] auto isEnabled() const -> bool { return enabled_; }
[[nodiscard]] auto isFinished() const -> bool { return finished_; }
private:
// --- Constantes ---
static constexpr float MESSAGE_DISPLAY_DURATION_S = 2.0F; // Cuánto tiempo mostrar el mensaje en segundos
// --- Objetos y punteros ---
Input* input_ = nullptr; // Entrada del usuario
Options::Gamepad* options_gamepad_ = nullptr; // Opciones del gamepad
std::unique_ptr<WindowMessage> window_message_; // Mensaje de ventana
// --- Variables de estado ---
std::vector<Button> buttons_; // Lista de botones
std::vector<std::string> controller_names_; // Nombres de los controladores
size_t index_button_ = 0; // Índice del botón seleccionado
float message_timer_ = 0.0F; // Timer en segundos para el mensaje
bool enabled_ = false; // Flag para indicar si está activo
bool finished_ = false; // Flag para indicar si ha terminado
bool closing_ = false; // Flag para indicar que está cerrando
bool message_shown_ = false; // Flag para indicar que ya mostró el mensaje
bool l2_was_pressed_ = false; // Estado anterior del trigger L2
bool r2_was_pressed_ = false; // Estado anterior del trigger R2
// --- Métodos internos ---
void incIndexButton();
void doControllerButtonDown(const SDL_GamepadButtonEvent& event);
void doControllerAxisMotion(const SDL_GamepadAxisEvent& event);
void bindButtons(Options::Gamepad* options_gamepad);
auto checkButtonNotInUse(SDL_GamepadButton button) -> bool;
auto checkTriggerNotInUse(int trigger_button) -> bool;
void clearButtons();
void checkEnd();
void updateWindowMessage();
};

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#pragma once
#include <fstream>
#include <string>
#include <unordered_map>
#include <utility>
#include <vector>
#include "external/json.hpp"
#include "input_types.hpp" // Solo incluimos los tipos compartidos
// --- Estructuras ---
struct GamepadConfig {
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, std::string path)
: name(std::move(name)),
path(std::move(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;
}
};
// --- Tipos ---
using GamepadConfigs = std::vector<GamepadConfig>; // Vector de configuraciones de gamepad
// --- Clase GamepadConfigManager: gestor de configuraciones de gamepad ---
class GamepadConfigManager {
public:
// --- Métodos estáticos ---
static auto writeToJson(const GamepadConfigs& configs, const std::string& filename) -> bool { // Escribir configuraciones a JSON
try {
nlohmann::json j;
j["gamepads"] = nlohmann::json::array();
for (const auto& config : configs) {
nlohmann::json gamepad_json;
gamepad_json["name"] = config.name;
gamepad_json["path"] = config.path;
gamepad_json["bindings"] = nlohmann::json::object();
// Convertir bindings a JSON
for (const auto& [action, button] : config.bindings) {
auto action_it = ACTION_TO_STRING.find(action);
auto button_it = BUTTON_TO_STRING.find(button);
if (action_it != ACTION_TO_STRING.end() && button_it != BUTTON_TO_STRING.end()) {
gamepad_json["bindings"][action_it->second] = button_it->second;
}
}
j["gamepads"].push_back(gamepad_json);
}
// Escribir al archivo
std::ofstream file(filename);
if (!file.is_open()) {
return false; // NOLINT(readability-simplify-boolean-expr)
}
file << j.dump(4); // Formato con indentación de 4 espacios
file.close();
return true;
} catch (const std::exception& e) {
// Log del error si tienes sistema de logging
return false;
}
}
// Leer vector de GamepadConfig desde archivo JSON
static auto readFromJson(GamepadConfigs& configs, const std::string& filename) -> bool {
try {
std::ifstream file(filename);
if (!file.is_open()) {
return false;
}
nlohmann::json j;
file >> j;
file.close();
configs.clear();
if (!j.contains("gamepads") || !j["gamepads"].is_array()) {
return false; // NOLINT(readability-simplify-boolean-expr)
}
for (const auto& gamepad_json : j["gamepads"]) {
if (!gamepad_json.contains("name") || !gamepad_json.contains("bindings")) {
continue; // Saltar configuraciones malformadas
}
// Leer el campo path si existe, si no dejarlo vacío
std::string path = gamepad_json.contains("path") ? gamepad_json["path"].get<std::string>() : "";
GamepadConfig config(gamepad_json["name"], path);
// Limpiar bindings por defecto para cargar los del archivo
config.bindings.clear();
// Cargar bindings desde JSON
for (const auto& [actionStr, buttonStr] : gamepad_json["bindings"].items()) {
auto action_it = STRING_TO_ACTION.find(actionStr);
auto button_it = STRING_TO_BUTTON.find(buttonStr);
if (action_it != STRING_TO_ACTION.end() && button_it != STRING_TO_BUTTON.end()) {
config.bindings[action_it->second] = button_it->second;
}
}
configs.push_back(config);
}
return true;
} catch (const std::exception& e) {
// Log del error si tienes sistema de logging
return false;
}
}
// Método auxiliar para verificar si un archivo existe
static auto fileExists(const std::string& filename) -> bool {
std::ifstream file(filename);
return file.good();
}
};

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#include "global_inputs.hpp"
#include <algorithm> // Para __any_of_fn, any_of
#include <functional> // Para function
#include <iterator> // Para pair
#include <string> // Para basic_string, operator+, allocator, char_traits, string, to_string
#include <utility> // Para pair
#include <vector> // Para vector
#include "audio.hpp" // Para Audio
#include "input.hpp" // Para Input
#include "input_types.hpp" // Para InputAction
#include "lang.hpp" // Para getText, getLangFile, getLangName, getNextLangCode, loadFromFile
#include "options.hpp" // Para Video, video, Settings, settings, Audio, audio, Window, window
#include "screen.hpp" // Para Screen
#include "section.hpp" // Para Name, name, Options, options, AttractMode, attract_mode
#include "ui/notifier.hpp" // Para Notifier
#include "ui/service_menu.hpp" // Para ServiceMenu
#include "utils.hpp" // Para boolToOnOff
namespace GlobalInputs {
// Termina
void quit() {
const std::string CODE = "QUIT";
if (Notifier::get()->checkCode(CODE)) {
// Si la notificación de salir está activa, cambia de sección
Section::name = Section::Name::QUIT;
Section::options = Section::Options::NONE;
} else {
// Si la notificación de salir no está activa, muestra la notificación
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 01"), std::string()}, -1, CODE);
}
}
// Reinicia
void reset() {
const std::string CODE = "RESET";
if (Notifier::get()->checkCode(CODE)) {
Section::name = Section::Name::RESET;
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 15")});
} else {
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 03"), std::string()}, -1, CODE);
}
}
// Activa o desactiva el audio
void toggleAudio() {
Options::audio.enabled = !Options::audio.enabled;
Audio::get()->enable(Options::audio.enabled);
Notifier::get()->show({"Audio " + boolToOnOff(Options::audio.enabled)});
}
// Cambia el modo de escalado entero
void toggleIntegerScale() {
Screen::get()->toggleIntegerScale();
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 12") + " " + boolToOnOff(Options::video.integer_scale)});
}
// Activa / desactiva el vsync
void toggleVSync() {
Screen::get()->toggleVSync();
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 14") + " " + boolToOnOff(Options::video.vsync)});
}
// Activa o desactiva los shaders
void toggleShaders() {
Screen::toggleShaders();
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 13") + " " + boolToOnOff(Options::video.shader.enabled)});
}
// Cambia entre PostFX y CrtPi
void nextShader() {
Screen::nextShader();
const std::string SHADER_NAME = (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) ? "CrtPi" : "PostFX";
Notifier::get()->show({"Shader: " + SHADER_NAME});
}
// Avanza al siguiente preset PostFX o CrtPi según shader activo
void nextPreset() {
if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
Screen::nextCrtPiPreset();
const std::string name = Options::crtpi_presets.empty() ? "" : Options::crtpi_presets.at(static_cast<size_t>(Options::video.shader.current_crtpi_preset)).name;
Notifier::get()->show({"CrtPi: " + name});
} else {
Screen::nextPostFXPreset();
const std::string name = Options::postfx_presets.empty() ? "" : Options::postfx_presets.at(static_cast<size_t>(Options::video.shader.current_postfx_preset)).name;
Notifier::get()->show({"PostFX: " + name});
}
}
// Activa o desactiva el supersampling
void toggleSupersampling() {
Screen::toggleSupersampling();
Notifier::get()->show({"SS: " + std::string(Options::video.supersampling.enabled ? "ON" : "OFF")});
}
// Cambia al siguiente idioma
void setNextLang() {
const std::string CODE = "LANG";
const auto NEXT_LANG_CODE = Lang::getNextLangCode(Options::settings.language);
const auto NEXT_LANG_NAME = Lang::getLangName(NEXT_LANG_CODE);
if (Notifier::get()->checkCode(CODE)) {
// Si la notificación de cambiar idioma está activa, cambia de de idioma
Options::settings.language = NEXT_LANG_CODE;
Lang::loadFromFile(Lang::getLangFile(NEXT_LANG_CODE));
Section::name = Section::Name::RESET;
Section::options = Section::Options::RELOAD;
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 05") + NEXT_LANG_NAME});
} else {
// Si la notificación de cambiar idioma no está activa, muestra la notificación
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 04") + NEXT_LANG_NAME, std::string()}, -1, CODE);
}
}
// Cambia el modo de disparo
void toggleFireMode() {
Options::settings.autofire = !Options::settings.autofire;
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 08") + " " + boolToOnOff(Options::settings.autofire)});
}
// Salta una sección del juego
void skipSection() {
switch (Section::name) {
case Section::Name::INTRO:
Audio::get()->stopMusic();
/* Continua en el case de abajo */
case Section::Name::LOGO:
case Section::Name::HI_SCORE_TABLE:
case Section::Name::INSTRUCTIONS: {
Section::name = Section::Name::TITLE;
Section::options = Section::Options::TITLE_1;
Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
break;
}
default:
break;
}
}
// Activa el menu de servicio
void toggleServiceMenu() {
ServiceMenu::get()->toggle();
}
// Cambia el modo de pantalla completa
void toggleFullscreen() {
Screen::get()->toggleFullscreen();
const std::string MODE = Options::video.fullscreen ? Lang::getText("[NOTIFICATIONS] 11") : Lang::getText("[NOTIFICATIONS] 10");
Notifier::get()->show({MODE});
}
// Reduce el tamaño de la ventana
void decWindowSize() {
if (Screen::get()->decWindowSize()) {
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 09") + " x" + std::to_string(Options::window.zoom)});
}
}
// Aumenta el tamaño de la ventana
void incWindowSize() {
if (Screen::get()->incWindowSize()) {
Notifier::get()->show({Lang::getText("[NOTIFICATIONS] 09") + " x" + std::to_string(Options::window.zoom)});
}
}
// Comprueba el boton de servicio
auto checkServiceButton() -> bool {
// Teclado
if (Input::get()->checkAction(Input::Action::SERVICE, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
toggleServiceMenu();
return true;
}
// Mandos
if (std::ranges::any_of(Input::get()->getGamepads(), [](const auto& gamepad) -> auto {
return Input::get()->checkAction(Input::Action::SERVICE, Input::DO_NOT_ALLOW_REPEAT, Input::DO_NOT_CHECK_KEYBOARD, gamepad);
})) {
toggleServiceMenu();
return true;
}
return false;
}
// Comprueba las entradas para elementos del sistema
auto checkSystemInputs() -> bool {
using Action = Input::Action;
static const std::vector<std::pair<Action, std::function<void()>>> ACTIONS = {
{Action::WINDOW_FULLSCREEN, toggleFullscreen},
{Action::WINDOW_DEC_SIZE, decWindowSize},
{Action::WINDOW_INC_SIZE, incWindowSize},
{Action::EXIT, quit},
{Action::RESET, reset},
{Action::TOGGLE_AUDIO, toggleAudio},
{Action::TOGGLE_AUTO_FIRE, toggleFireMode},
{Action::CHANGE_LANG, setNextLang},
{Action::TOGGLE_VIDEO_INTEGER_SCALE, toggleIntegerScale},
{Action::TOGGLE_VIDEO_VSYNC, toggleVSync},
#ifdef _DEBUG
{Action::SHOW_INFO, []() -> void { Screen::get()->toggleDebugInfo(); }},
#endif
};
if (std::ranges::any_of(ACTIONS, [](const auto& pair) -> auto {
if (Input::get()->checkAction(pair.first, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
pair.second();
return true;
}
return false;
})) {
return true;
}
if (Input::get()->checkAction(Input::Action::TOGGLE_VIDEO_POSTFX, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
toggleShaders();
return true;
}
if (Input::get()->checkAction(Input::Action::NEXT_SHADER, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
nextShader();
return true;
}
if (Input::get()->checkAction(Input::Action::NEXT_POSTFX_PRESET, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
nextPreset();
return true;
}
if (Input::get()->checkAction(Input::Action::TOGGLE_SUPERSAMPLING, Input::DO_NOT_ALLOW_REPEAT, Input::CHECK_KEYBOARD)) {
toggleSupersampling();
return true;
}
return false;
}
// Comprueba el resto de entradas
auto checkOtherInputs() -> bool {
// Saltar sección
if ((Input::get()->checkAnyButton()) && !ServiceMenu::get()->isEnabled()) {
skipSection();
return true;
}
return false;
}
// Comprueba las entradas del Menu de Servicio
inline auto checkServiceMenuInputs() -> bool {
return ServiceMenu::get()->checkInput();
}
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
auto check() -> bool {
if (checkServiceButton()) {
return true;
}
if (checkServiceMenuInputs()) {
return true;
}
if (checkSystemInputs()) {
return true;
}
if (checkOtherInputs()) {
return true;
}
return false;
}
} // namespace GlobalInputs

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#pragma once
// --- Namespace GlobalInputs: gestiona inputs globales del juego ---
namespace GlobalInputs {
// --- Funciones ---
auto check() -> bool; // Comprueba los inputs que se pueden introducir en cualquier sección del juego
} // namespace GlobalInputs

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source/core/input/input.cpp Normal file
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#include "input.hpp"
#include <SDL3/SDL.h> // Para SDL_GetGamepadAxis, SDL_GamepadAxis, SDL_GamepadButton, SDL_GetError, SDL_JoystickID, SDL_AddGamepadMappingsFromFile, SDL_Event, SDL_EventType, SDL_GetGamepadButton, SDL_GetKeyboardState, SDL_INIT_GAMEPAD, SDL_InitSubSystem, SDL_LogError, SDL_OpenGamepad, SDL_PollEvent, SDL_WasInit, Sint16, SDL_Gamepad, SDL_LogCategory, SDL_Scancode
#include <iostream> // Para basic_ostream, operator<<, cout, cerr
#include <memory> // Para shared_ptr, __shared_ptr_access, allocator, operator==, make_shared
#include <ranges> // Para __find_if_fn, find_if
#include <unordered_map> // Para unordered_map, _Node_iterator, operator==, _Node_iterator_base, _Node_const_iterator
#include <utility> // Para pair, move
// Singleton
Input* Input::instance = nullptr;
// Inicializa la instancia única del singleton
void Input::init(const std::string& game_controller_db_path, const std::string& gamepad_configs_file) {
Input::instance = new Input(game_controller_db_path, gamepad_configs_file);
}
// Libera la instancia
void Input::destroy() { delete Input::instance; }
// Obtiene la instancia
auto Input::get() -> Input* { return Input::instance; }
// Constructor
Input::Input(std::string game_controller_db_path, std::string gamepad_configs_file)
: gamepad_mappings_file_(std::move(game_controller_db_path)),
gamepad_configs_file_(std::move(gamepad_configs_file)) {
// Inicializa el subsistema SDL_INIT_GAMEPAD
initSDLGamePad();
}
// Asigna inputs a teclas
void Input::bindKey(Action action, SDL_Scancode code) {
keyboard_.bindings[action].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) {
if (gamepad != nullptr) {
gamepad->bindings[action].button = button;
}
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) {
if (gamepad != nullptr) {
gamepad->bindings[action_target].button = gamepad->bindings[action_source].button;
}
}
// Comprueba si alguna acción está activa
auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
bool success_keyboard = false;
bool success_controller = false;
if (check_keyboard) {
if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
success_keyboard = keyboard_.bindings[action].is_held;
} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
success_keyboard = keyboard_.bindings[action].just_pressed;
}
}
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;
} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
success_controller = gamepad->bindings[action].just_pressed;
}
}
}
return (success_keyboard || success_controller);
}
// Comprueba si hay almenos una acción activa
auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool {
// Obtenemos el número total de acciones posibles para iterar sobre ellas.
// --- Comprobación del Teclado ---
if (check_keyboard) {
for (const auto& pair : keyboard_.bindings) {
// Simplemente leemos el estado pre-calculado por Input::update().
// Ya no se llama a SDL_GetKeyboardState ni se modifica el estado '.active'.
if (pair.second.just_pressed) {
return true; // Se encontró una acción recién pulsada.
}
}
}
// --- Comprobación del Mando ---
// Comprobamos si hay mandos y si el índice solicitado es válido.
if (gamepad != nullptr) {
// Iteramos sobre todas las acciones, no sobre el número de mandos.
for (const auto& pair : gamepad->bindings) {
// Leemos el estado pre-calculado para el mando y la acción específicos.
if (pair.second.just_pressed) {
return true; // Se encontró una acción recién pulsada en el mando.
}
}
}
// Si llegamos hasta aquí, no se detectó ninguna nueva pulsación.
return false;
}
// Comprueba si hay algún botón pulsado
auto Input::checkAnyButton(bool repeat) -> bool {
// Solo comprueba los botones definidos previamente
for (auto bi : BUTTON_INPUTS) {
// Comprueba el teclado
if (checkAction(bi, repeat, CHECK_KEYBOARD)) {
return true;
}
// Comprueba los mandos
for (const auto& gamepad : gamepads_) {
if (checkAction(bi, repeat, DO_NOT_CHECK_KEYBOARD, gamepad)) {
return true;
}
}
}
return false;
}
// Comprueba si hay algun mando conectado
auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
// Obten el nombre de un mando de juego
auto Input::getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string {
return gamepad == nullptr ? std::string() : gamepad->name;
}
// Obtiene la lista de nombres de mandos
auto Input::getControllerNames() const -> std::vector<std::string> {
std::vector<std::string> names;
for (const auto& gamepad : gamepads_) {
names.push_back(gamepad->name);
}
return names;
}
// Obten el número de mandos conectados
auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
// Obtiene el gamepad a partir de un event.id
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> {
for (const auto& gamepad : gamepads_) {
if (gamepad->instance_id == id) {
return gamepad;
}
}
return nullptr;
}
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> {
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == name) {
return gamepad;
}
}
return nullptr;
}
// Obtiene el SDL_GamepadButton asignado a un action
auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton {
return static_cast<SDL_GamepadButton>(gamepad->bindings[action].button);
}
// Convierte un InputAction a std::string
auto Input::inputToString(Action action) -> std::string {
switch (action) {
case Action::FIRE_LEFT:
return "input_fire_left";
case Action::FIRE_CENTER:
return "input_fire_center";
case Action::FIRE_RIGHT:
return "input_fire_right";
case Action::START:
return "input_start";
case Action::SERVICE:
return "input_service";
default:
return "";
}
}
// Convierte un std::string a InputAction
auto Input::stringToInput(const std::string& name) -> Action {
static const std::unordered_map<std::string, Action> INPUT_MAP = {
{"input_fire_left", Action::FIRE_LEFT},
{"input_fire_center", Action::FIRE_CENTER},
{"input_fire_right", Action::FIRE_RIGHT},
{"input_start", Action::START},
{"input_service", Action::SERVICE}};
auto it = INPUT_MAP.find(name);
return it != INPUT_MAP.end() ? it->second : Action::NONE;
}
// Comprueba el eje del mando
auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
// Umbral para considerar el eje como activo
bool axis_active_now = false;
switch (action) {
case Action::LEFT:
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
break;
case Action::RIGHT:
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
break;
case Action::UP:
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
break;
case Action::DOWN:
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
break;
default:
return false;
}
// Referencia al binding correspondiente
auto& binding = gamepad->bindings[action];
if (repeat) {
// Si se permite repetir, simplemente devolvemos el estado actual
return axis_active_now;
} // Si no se permite repetir, aplicamos la lógica de transición
if (axis_active_now && !binding.axis_active) {
// Transición de inactivo a activo
binding.axis_active = true;
return true;
}
if (!axis_active_now && binding.axis_active) {
// Transición de activo a inactivo
binding.axis_active = false;
}
// Mantener el estado actual
return false;
}
// Comprueba los triggers del mando como botones digitales
auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool {
// Solo manejamos botones específicos que pueden ser triggers
if (gamepad->bindings[action].button != static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)) {
// Solo procesamos L2 y R2 como triggers
int 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() << '\n';
}
}
void Input::discoverGamepads() {
// Enumera los gamepads ya conectados sin drenar la cola de eventos de SDL
// (necesario con SDL_MAIN_USE_CALLBACKS, que entrega los eventos por SDL_AppEvent).
int count = 0;
SDL_JoystickID* joysticks = SDL_GetGamepads(&count);
if (joysticks == nullptr) {
return;
}
for (int i = 0; i < count; ++i) {
addGamepad(joysticks[i]);
}
SDL_free(joysticks);
}
void Input::initSDLGamePad() {
if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
std::cout << "SDL_GAMEPAD could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
addGamepadMappingsFromFile();
loadGamepadConfigs();
discoverGamepads();
}
}
}
void Input::resetInputStates() {
// Resetear todos los KeyBindings.active a false
for (auto& key : keyboard_.bindings) {
key.second.is_held = false;
key.second.just_pressed = false;
}
// Resetear todos los ControllerBindings.active a false
for (auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
binding.second.is_held = false;
binding.second.just_pressed = false;
binding.second.trigger_active = false;
}
}
}
void Input::update() {
// --- TECLADO ---
const bool* key_states = SDL_GetKeyboardState(nullptr);
for (auto& binding : keyboard_.bindings) {
bool key_is_down_now = key_states[binding.second.scancode];
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
binding.second.just_pressed = key_is_down_now && !binding.second.is_held;
binding.second.is_held = key_is_down_now;
}
// --- MANDOS ---
for (const auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(binding.second.button))) != 0;
// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
binding.second.just_pressed = button_is_down_now && !binding.second.is_held;
binding.second.is_held = button_is_down_now;
}
}
}
auto Input::handleEvent(const SDL_Event& event) -> std::string {
switch (event.type) {
case SDL_EVENT_GAMEPAD_ADDED:
return addGamepad(event.gdevice.which);
case SDL_EVENT_GAMEPAD_REMOVED:
return removeGamepad(event.gdevice.which);
}
return {};
}
auto Input::addGamepad(int device_index) -> std::string {
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
if (pad == nullptr) {
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
return {};
}
auto gamepad = std::make_shared<Gamepad>(pad);
auto name = gamepad->name;
std::cout << "Gamepad connected (" << name << ")" << '\n';
applyGamepadConfig(gamepad);
saveGamepadConfigFromGamepad(gamepad);
gamepads_.push_back(std::move(gamepad));
return name + " CONNECTED";
}
auto Input::removeGamepad(SDL_JoystickID id) -> std::string {
auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) -> bool {
return gamepad->instance_id == id;
});
if (it != gamepads_.end()) {
std::string name = (*it)->name;
std::cout << "Gamepad disconnected (" << name << ")" << '\n';
gamepads_.erase(it);
return name + " DISCONNECTED";
}
std::cerr << "No se encontró el gamepad con ID " << id << '\n';
return {};
}
void Input::printConnectedGamepads() const {
if (gamepads_.empty()) {
std::cout << "No hay gamepads conectados." << '\n';
return;
}
std::cout << "Gamepads conectados:\n";
for (const auto& gamepad : gamepads_) {
std::string name = gamepad->name.empty() ? "Desconocido" : gamepad->name;
std::cout << " - ID: " << gamepad->instance_id
<< ", Nombre: " << name << ")" << '\n';
}
}
void Input::loadGamepadConfigs() {
if (GamepadConfigManager::fileExists(gamepad_configs_file_)) {
GamepadConfigManager::readFromJson(gamepad_configs_, gamepad_configs_file_);
}
}
void Input::saveGamepadConfigs() {
GamepadConfigManager::writeToJson(gamepad_configs_, gamepad_configs_file_);
}
void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
if (!gamepad || gamepad->path.empty()) { // No podemos aplicar config sin una ruta
return;
}
// --- Buscar configuración por RUTA (path) ---
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig& config) -> bool {
return config.path == gamepad->path;
});
if (config_it != gamepad_configs_.end()) {
// Se encontró una configuración específica para este puerto/dispositivo. La aplicamos.
std::cout << "Applying custom config for gamepad at path: " << gamepad->path << '\n';
for (const auto& [action, button] : config_it->bindings) {
if (gamepad->bindings.contains(action)) {
gamepad->bindings[action].button = button;
}
}
}
// Opcional: Podrías añadir un fallback para buscar por nombre si no se encuentra por ruta.
}
void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
if (!gamepad || gamepad->path.empty()) { // No podemos guardar una config sin una ruta
return;
}
// --- CAMBIO CLAVE: Buscar si ya existe una configuración por RUTA (path) ---
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad](const GamepadConfig& config) -> bool {
return config.path == gamepad->path;
});
// Crear nueva configuración desde el gamepad, incluyendo nombre y ruta
GamepadConfig new_config(gamepad->name, gamepad->path); // <--- CAMBIO: Pasamos ambos
new_config.bindings.clear();
// Copiar todos los bindings actuales del gamepad
for (const auto& [action, buttonState] : gamepad->bindings) {
new_config.bindings[action] = static_cast<SDL_GamepadButton>(buttonState.button);
}
if (config_it != gamepad_configs_.end()) {
// Sobreescribir configuración existente para esta ruta
*config_it = new_config;
} else {
// Añadir nueva configuración
gamepad_configs_.push_back(new_config);
}
// Guardar cambios inmediatamente
saveGamepadConfigs();
}
// Método para establecer el archivo de configuración (opcional)
void Input::setGamepadConfigsFile(const std::string& filename) {
gamepad_configs_file_ = filename;
loadGamepadConfigs(); // Recargar con el nuevo archivo
}
// Método para obtener configuración de un gamepad específico (opcional)
auto Input::getGamepadConfig(const std::string& gamepad_name) -> GamepadConfig* {
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig& config) -> bool {
return config.name == gamepad_name;
});
return (config_it != gamepad_configs_.end()) ? &(*config_it) : nullptr;
}
// Método para eliminar configuración de gamepad (opcional)
auto Input::removeGamepadConfig(const std::string& gamepad_name) -> bool {
auto config_it = std::ranges::find_if(gamepad_configs_, [&gamepad_name](const GamepadConfig& config) -> bool {
return config.name == gamepad_name;
});
if (config_it != gamepad_configs_.end()) {
gamepad_configs_.erase(config_it);
saveGamepadConfigs();
return true;
}
return false;
}
auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> {
// Si no hay gamepads disponibles, devolver gamepad por defecto
if (gamepads_.empty()) {
return nullptr;
}
// Buscar por nombre
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == gamepad_name) {
return gamepad;
}
}
// Si no se encuentra por nombre, devolver el primer gamepad válido
for (const auto& gamepad : gamepads_) {
if (gamepad) {
return gamepad;
}
}
// Si llegamos aquí, no hay gamepads válidos
return nullptr;
}

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#pragma once
#include <SDL3/SDL.h> // Para SDL_Scancode, SDL_GamepadButton, SDL_JoystickID, SDL_CloseGamepad, SDL_Gamepad, SDL_GetGamepadJoystick, SDL_GetGamepadName, SDL_GetGamepadPath, SDL_GetJoystickID, Sint16, Uint8, SDL_Event
#include <array> // Para array
#include <memory> // Para shared_ptr
#include <string> // Para string, basic_string
#include <unordered_map> // Para unordered_map
#include <utility> // Para pair
#include <vector> // Para vector
#include "gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
#include "input_types.hpp" // for InputAction
// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
class Input {
public:
// --- Constantes ---
static constexpr bool ALLOW_REPEAT = true; // Permite repetición
static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
// --- Tipos ---
using Action = InputAction; // Alias para mantener compatibilidad
// --- Estructuras ---
struct KeyState {
Uint8 scancode; // Scancode asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
};
struct ButtonState {
int button; // GameControllerButton asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
bool axis_active; // Estado del eje
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
axis_active(axis_act) {}
};
struct Keyboard {
std::unordered_map<Action, KeyState> bindings{
// Movimiento del jugador
{Action::UP, KeyState(SDL_SCANCODE_UP)},
{Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
// Disparo del jugador
{Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
{Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
{Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
// Interfaz
{Action::START, KeyState(SDL_SCANCODE_RETURN)},
// Menu de servicio
{Action::SERVICE, KeyState(SDL_SCANCODE_F12)},
{Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
// Control del programa
{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{Action::PAUSE, KeyState(SDL_SCANCODE_P)},
{Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{Action::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
{Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
{Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
{Action::TOGGLE_VIDEO_POSTFX, KeyState(SDL_SCANCODE_F4)},
{Action::NEXT_SHADER, KeyState(SDL_SCANCODE_8)},
{Action::NEXT_POSTFX_PRESET, KeyState(SDL_SCANCODE_9)},
{Action::TOGGLE_SUPERSAMPLING, KeyState(SDL_SCANCODE_0)},
{Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
{Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
{Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
{Action::RESET, KeyState(SDL_SCANCODE_F10)},
{Action::SHOW_INFO, KeyState(SDL_SCANCODE_F11)}};
Keyboard() = default;
};
struct Gamepad {
SDL_Gamepad* pad;
SDL_JoystickID instance_id;
std::string name;
std::string path;
std::unordered_map<Action, ButtonState> bindings;
Gamepad(SDL_Gamepad* gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(std::string(SDL_GetGamepadName(gamepad))),
path(std::string(SDL_GetGamepadPath(pad))),
bindings{
// Movimiento del jugador
{Action::UP, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_UP))},
{Action::DOWN, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_DOWN))},
{Action::LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT))},
{Action::RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT))},
// Disparo del jugador
{Action::FIRE_LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))},
{Action::FIRE_CENTER, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_NORTH))},
{Action::FIRE_RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_EAST))},
// Interfaz
{Action::START, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_START))},
{Action::SERVICE, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_BACK))},
// Menu de servicio
{Action::SM_SELECT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))},
{Action::SM_BACK, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_NORTH))}} {}
~Gamepad() {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = static_cast<int>(new_button);
}
};
// --- Tipos ---
using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
// --- Métodos de singleton ---
static void init(const std::string& game_controller_db_path, const std::string& gamepad_configs_file);
static void destroy();
static auto get() -> Input*;
// --- Métodos de configuración de controles ---
void bindKey(Action action, SDL_Scancode code);
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
// --- Métodos de consulta de entrada ---
void update();
auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
// --- Métodos de gestión de mandos ---
[[nodiscard]] auto gameControllerFound() const -> bool;
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
[[nodiscard]] auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] auto getNumGamepads() const -> int;
[[nodiscard]] auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
[[nodiscard]] auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
[[nodiscard]] auto getGamepads() const -> const Gamepads& { return gamepads_; }
// --- Métodos de consulta y utilidades ---
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
[[nodiscard]] static auto inputToString(Action action) -> std::string;
[[nodiscard]] static auto stringToInput(const std::string& name) -> Action;
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates();
// --- Eventos ---
auto handleEvent(const SDL_Event& event) -> std::string;
void printConnectedGamepads() const;
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
private:
// --- Constantes ---
static constexpr Sint16 AXIS_THRESHOLD = 30000;
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (aproximadamente 50% del rango)
static constexpr std::array<Action, 4> BUTTON_INPUTS = {Action::FIRE_LEFT, Action::FIRE_CENTER, Action::FIRE_RIGHT, Action::START}; // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
// --- Variables internas ---
Gamepads gamepads_;
Keyboard keyboard_;
std::string gamepad_mappings_file_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
// --- Métodos internos ---
void initSDLGamePad();
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
auto addGamepad(int device_index) -> std::string;
auto removeGamepad(SDL_JoystickID id) -> std::string;
void addGamepadMappingsFromFile();
void discoverGamepads();
// --- Métodos para integración con GamepadConfigManager ---
void loadGamepadConfigs();
void saveGamepadConfigs();
void applyGamepadConfig(std::shared_ptr<Gamepad> gamepad);
// Métodos auxiliares opcionales
void setGamepadConfigsFile(const std::string& filename);
auto getGamepadConfig(const std::string& gamepad_name) -> GamepadConfig*;
auto removeGamepadConfig(const std::string& gamepad_name) -> bool;
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
~Input() = default;
// --- Singleton ---
static Input* instance;
};

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#include "input_types.hpp"
#include <utility> // Para pair
// Definición de los mapas
const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
{InputAction::FIRE_LEFT, "FIRE_LEFT"},
{InputAction::FIRE_CENTER, "FIRE_CENTER"},
{InputAction::FIRE_RIGHT, "FIRE_RIGHT"},
{InputAction::START, "START"},
{InputAction::SERVICE, "SERVICE"},
{InputAction::UP, "UP"},
{InputAction::DOWN, "DOWN"},
{InputAction::LEFT, "LEFT"},
{InputAction::RIGHT, "RIGHT"},
{InputAction::SM_SELECT, "SM_SELECT"},
{InputAction::SM_BACK, "SM_BACK"},
{InputAction::BACK, "BACK"},
{InputAction::EXIT, "EXIT"},
{InputAction::PAUSE, "PAUSE"},
{InputAction::WINDOW_FULLSCREEN, "WINDOW_FULLSCREEN"},
{InputAction::WINDOW_INC_SIZE, "WINDOW_INC_SIZE"},
{InputAction::WINDOW_DEC_SIZE, "WINDOW_DEC_SIZE"},
{InputAction::TOGGLE_VIDEO_POSTFX, "TOGGLE_VIDEO_POSTFX"},
{InputAction::NEXT_SHADER, "NEXT_SHADER"},
{InputAction::NEXT_POSTFX_PRESET, "NEXT_POSTFX_PRESET"},
{InputAction::TOGGLE_SUPERSAMPLING, "TOGGLE_SUPERSAMPLING"},
{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, "TOGGLE_VIDEO_INTEGER_SCALE"},
{InputAction::TOGGLE_VIDEO_VSYNC, "TOGGLE_VIDEO_VSYNC"},
{InputAction::RESET, "RESET"},
{InputAction::TOGGLE_AUDIO, "TOGGLE_AUDIO"},
{InputAction::CHANGE_LANG, "CHANGE_LANG"},
{InputAction::SHOW_INFO, "SHOW_INFO"},
{InputAction::CONFIG, "CONFIG"},
{InputAction::SWAP_CONTROLLERS, "SWAP_CONTROLLERS"},
{InputAction::TOGGLE_AUTO_FIRE, "TOGGLE_AUTO_FIRE"},
{InputAction::NONE, "NONE"}};
const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
{"FIRE_LEFT", InputAction::FIRE_LEFT},
{"FIRE_CENTER", InputAction::FIRE_CENTER},
{"FIRE_RIGHT", InputAction::FIRE_RIGHT},
{"START", InputAction::START},
{"SERVICE", InputAction::SERVICE},
{"UP", InputAction::UP},
{"DOWN", InputAction::DOWN},
{"LEFT", InputAction::LEFT},
{"RIGHT", InputAction::RIGHT},
{"SM_SELECT", InputAction::SM_SELECT},
{"SM_BACK", InputAction::SM_BACK},
{"BACK", InputAction::BACK},
{"EXIT", InputAction::EXIT},
{"PAUSE", InputAction::PAUSE},
{"WINDOW_FULLSCREEN", InputAction::WINDOW_FULLSCREEN},
{"WINDOW_INC_SIZE", InputAction::WINDOW_INC_SIZE},
{"WINDOW_DEC_SIZE", InputAction::WINDOW_DEC_SIZE},
{"TOGGLE_VIDEO_POSTFX", InputAction::TOGGLE_VIDEO_POSTFX},
{"NEXT_SHADER", InputAction::NEXT_SHADER},
{"NEXT_POSTFX_PRESET", InputAction::NEXT_POSTFX_PRESET},
{"TOGGLE_SUPERSAMPLING", InputAction::TOGGLE_SUPERSAMPLING},
{"TOGGLE_VIDEO_INTEGER_SCALE", InputAction::TOGGLE_VIDEO_INTEGER_SCALE},
{"TOGGLE_VIDEO_VSYNC", InputAction::TOGGLE_VIDEO_VSYNC},
{"RESET", InputAction::RESET},
{"TOGGLE_AUDIO", InputAction::TOGGLE_AUDIO},
{"CHANGE_LANG", InputAction::CHANGE_LANG},
{"SHOW_INFO", InputAction::SHOW_INFO},
{"CONFIG", InputAction::CONFIG},
{"SWAP_CONTROLLERS", InputAction::SWAP_CONTROLLERS},
{"TOGGLE_AUTO_FIRE", InputAction::TOGGLE_AUTO_FIRE},
{"NONE", InputAction::NONE}};
const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING = {
{SDL_GAMEPAD_BUTTON_WEST, "WEST"},
{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"},
{SDL_GAMEPAD_BUTTON_EAST, "EAST"},
{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"},
{SDL_GAMEPAD_BUTTON_START, "START"},
{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
{"WEST", SDL_GAMEPAD_BUTTON_WEST},
{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
{"EAST", SDL_GAMEPAD_BUTTON_EAST},
{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
{"START", SDL_GAMEPAD_BUTTON_START},
{"BACK", SDL_GAMEPAD_BUTTON_BACK},
{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};
const std::unordered_map<InputAction, InputAction> ACTION_TO_ACTION = {
{InputAction::SM_SELECT, InputAction::FIRE_LEFT},
{InputAction::SM_BACK, InputAction::FIRE_CENTER},
};

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#pragma once
#include <SDL3/SDL.h>
#include <string>
#include <unordered_map>
// --- Enums ---
enum class InputAction : int { // Acciones de entrada posibles en el juego
// Inputs de movimiento
UP,
DOWN,
LEFT,
RIGHT,
// Inputs personalizados
FIRE_LEFT,
FIRE_CENTER,
FIRE_RIGHT,
START,
// Service Menu
SM_SELECT,
SM_BACK,
// Inputs de control
BACK,
EXIT,
PAUSE,
SERVICE,
WINDOW_FULLSCREEN,
WINDOW_INC_SIZE,
WINDOW_DEC_SIZE,
TOGGLE_VIDEO_POSTFX,
NEXT_SHADER,
NEXT_POSTFX_PRESET,
TOGGLE_SUPERSAMPLING,
TOGGLE_VIDEO_INTEGER_SCALE,
TOGGLE_VIDEO_VSYNC,
RESET,
TOGGLE_AUDIO,
CHANGE_LANG,
SHOW_INFO,
CONFIG,
SWAP_CONTROLLERS,
TOGGLE_AUTO_FIRE,
// Input obligatorio
NONE,
SIZE,
};
// --- Variables ---
extern const std::unordered_map<InputAction, std::string> ACTION_TO_STRING; // Mapeo de acción a string
extern const std::unordered_map<std::string, InputAction> STRING_TO_ACTION; // Mapeo de string a acción
extern const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING; // Mapeo de botón a string
extern const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON; // Mapeo de string a botón
extern const std::unordered_map<InputAction, InputAction> ACTION_TO_ACTION; // Mapeo de acción a acción

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#include "mouse.hpp"
#include <SDL3/SDL.h> // Para SDL_GetTicks, Uint32, SDL_HideCursor, SDL_Show...
namespace Mouse {
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
bool cursor_visible = true; // Estado del cursor
void handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_MOUSE_MOTION) {
last_mouse_move_time = SDL_GetTicks();
if (!cursor_visible) {
SDL_ShowCursor();
cursor_visible = true;
}
}
}
void updateCursorVisibility() {
Uint32 current_time = SDL_GetTicks();
if (cursor_visible && (current_time - last_mouse_move_time > cursor_hide_time)) {
SDL_HideCursor();
cursor_visible = false;
}
}
} // namespace Mouse

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#pragma once
#include <SDL3/SDL.h> // Para Uint32, SDL_Event
// --- Namespace Mouse: gestión del ratón ---
namespace Mouse {
// --- Variables de estado del cursor ---
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor tras inactividad
extern Uint32 last_mouse_move_time; // Última vez (en ms) que el ratón se movió
extern bool cursor_visible; // Indica si el cursor está visible
// --- Funciones ---
void handleEvent(const SDL_Event& event); // Procesa eventos de ratón (movimiento, clic, etc.)
void updateCursorVisibility(); // Actualiza la visibilidad del cursor según la inactividad
} // namespace Mouse

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#pragma once
#include <cstdint>
#include <functional>
#include <string>
#include <utility>
// --- Clase PauseManager: maneja el sistema de pausa del juego ---
class PauseManager {
public:
// --- Enums ---
enum class Source : uint8_t { // Fuentes de pausa
NONE = 0,
PLAYER = 1 << 0, // 0001
SERVICE_MENU = 1 << 1, // 0010
FOCUS_LOST = 1 << 2 // 0100
};
// --- Operadores friend ---
friend auto operator|(Source a, Source b) -> Source {
return static_cast<Source>(static_cast<uint8_t>(a) | static_cast<uint8_t>(b)); // NOLINT(readability-redundant-casting)
}
friend auto operator&(Source a, Source b) -> Source {
return static_cast<Source>(static_cast<uint8_t>(a) & static_cast<uint8_t>(b)); // NOLINT(readability-redundant-casting)
}
friend auto operator~(Source a) -> uint8_t {
return ~static_cast<uint8_t>(a);
}
friend auto operator&=(Source& a, uint8_t b) -> Source& {
a = static_cast<Source>(static_cast<uint8_t>(a) & b);
return a;
}
friend auto operator|=(Source& a, Source b) -> Source& {
return a = a | b;
}
friend auto operator&=(Source& a, Source b) -> Source& {
return a = a & b;
}
// --- Constructor y destructor ---
explicit PauseManager(std::function<void(bool)> callback = nullptr) // Constructor con callback opcional
: on_pause_changed_callback_(std::move(callback)) {}
// --- Métodos principales ---
void setFlag(Source source, bool enable) { // Establece/quita una fuente de pausa específica
bool was_paused = isPaused();
if (enable) {
flags_ |= source;
} else {
flags_ &= ~source; // Ahora funciona: Source &= uint8_t
}
if (was_paused != isPaused()) {
notifyPauseChanged();
}
}
// --- Métodos específicos para cada fuente ---
void setPlayerPause(bool enable) { setFlag(Source::PLAYER, enable); }
void setServiceMenuPause(bool enable) { setFlag(Source::SERVICE_MENU, enable); }
void setFocusLossPause(bool enable) { setFlag(Source::FOCUS_LOST, enable); }
void togglePlayerPause() { setPlayerPause(!isPlayerPaused()); } // Toggle para el jugador (más común)
// --- Getters ---
[[nodiscard]] auto isPaused() const -> bool { return flags_ != Source::NONE; }
[[nodiscard]] auto isPlayerPaused() const -> bool { return hasFlag(Source::PLAYER); }
[[nodiscard]] auto isServiceMenuPaused() const -> bool { return hasFlag(Source::SERVICE_MENU); }
[[nodiscard]] auto isFocusLossPaused() const -> bool { return hasFlag(Source::FOCUS_LOST); }
[[nodiscard]] auto getFlags() const -> Source { return flags_; } // Obtiene las banderas actuales
// --- Métodos de utilidad ---
void clearAll() { // Limpia todas las pausas (útil para reset)
if (isPaused()) {
flags_ = Source::NONE;
notifyPauseChanged();
}
}
[[nodiscard]] auto getStatusString() const -> std::string { // Método para debug
if (flags_ == Source::NONE) {
return "Active";
}
std::string result = "Paused by: ";
bool first = true;
if (hasFlag(Source::PLAYER)) {
if (!first) {
result += ", ";
}
result += "Player";
first = false;
}
if (hasFlag(Source::SERVICE_MENU)) {
if (!first) {
result += ", ";
}
result += "ServiceMenu";
first = false;
}
if (hasFlag(Source::FOCUS_LOST)) {
if (!first) {
result += ", ";
}
result += "FocusLoss";
}
return result;
}
void setCallback(std::function<void(bool)> callback) { // Permite cambiar el callback en runtime
on_pause_changed_callback_ = std::move(callback);
}
private:
// --- Variables ---
Source flags_ = Source::NONE;
std::function<void(bool)> on_pause_changed_callback_;
// --- Métodos internos ---
[[nodiscard]] auto hasFlag(Source flag) const -> bool {
return (flags_ & flag) != Source::NONE;
}
void notifyPauseChanged() {
if (on_pause_changed_callback_) {
on_pause_changed_callback_(isPaused());
}
}
};