canvi de pc
This commit is contained in:
262
source/input.h
262
source/input.h
@@ -1,21 +1,17 @@
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#pragma once
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#include <SDL3/SDL.h> // Para SDL_GamepadButton, Uint8, SDL_Gamepad, SDL_Joystick, SDL_JoystickID, SDL_Scancode, Sint16
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#include <SDL3/SDL.h>
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#include <iostream>
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#include <memory> // Para std::unique_ptr
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#include <string> // Para basic_string, string
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector> // Para vector
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#include <vector>
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/*
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connectedControllers es un vector donde están todos los mandos encontrados [0 .. n]
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checkInput requiere de un índice para comprobar las pulsaciones de un controlador en concreto [0 .. n]
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device contiene el tipo de dispositivo a comprobar:
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InputDeviceToUse::KEYBOARD solo mirará el teclado
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InputDeviceToUse::CONTROLLER solo mirará el controlador especificado (Si no se especifica, el primero)
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InputDeviceToUse::ANY mirará tanto el teclado como el PRIMER controlador
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*/
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#include "input_types.h"
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// Forward declaration para evitar dependencia circular
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struct GamepadConfig;
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class GamepadConfigManager;
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// Clase Input: gestiona la entrada de teclado y mandos (singleton)
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class Input {
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@@ -27,201 +23,167 @@ class Input {
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static constexpr bool CHECK_KEYBOARD = true;
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static constexpr bool DO_NOT_CHECK_KEYBOARD = false;
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// Acciones de entrada posibles en el juego
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enum class Action : int {
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// Inputs de movimiento
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UP,
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DOWN,
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LEFT,
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RIGHT,
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// Inputs personalizados
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FIRE_LEFT,
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FIRE_CENTER,
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FIRE_RIGHT,
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START,
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// Service Menu
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SM_SELECT,
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SM_BACK,
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// Inputs de control
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BACK,
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EXIT,
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PAUSE,
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SERVICE,
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WINDOW_FULLSCREEN,
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WINDOW_INC_SIZE,
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WINDOW_DEC_SIZE,
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TOGGLE_VIDEO_SHADERS,
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TOGGLE_VIDEO_INTEGER_SCALE,
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TOGGLE_VIDEO_VSYNC,
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RESET,
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TOGGLE_AUDIO,
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CHANGE_LANG,
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SHOW_INFO,
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CONFIG,
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SWAP_CONTROLLERS,
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TOGGLE_AUTO_FIRE,
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// Input obligatorio
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NONE,
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SIZE,
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};
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// Alias para mantener compatibilidad con el código existente
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using Action = InputAction;
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// --- Estructuras ---
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struct KeyState {
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Uint8 scancode; // Scancode asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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Uint8 scancode; // Scancode asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
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};
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struct ButtonState {
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SDL_GamepadButton button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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SDL_GamepadButton button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
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ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
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};
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struct Keyboard {
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std::unordered_map<Input::Action, KeyState> bindings;
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std::unordered_map<InputAction, KeyState> bindings;
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Keyboard()
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: bindings{
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// Teclado - Movimiento del jugador
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{Input::Action::UP, KeyState(SDL_SCANCODE_UP)},
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{Input::Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{Input::Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{Input::Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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Keyboard()
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: bindings{
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// Teclado - Movimiento del jugador
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{InputAction::UP, KeyState(SDL_SCANCODE_UP)},
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{InputAction::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{InputAction::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{InputAction::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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// Teclado - Disparo del jugador
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{Input::Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{Input::Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{Input::Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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// Teclado - Disparo del jugador
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{InputAction::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{InputAction::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{InputAction::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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// Teclado - Interfaz
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{Input::Action::START, KeyState(SDL_SCANCODE_RETURN)},
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// Teclado - Interfaz
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{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
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// Teclado - Menu de servicio
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{Input::Action::SERVICE, KeyState(SDL_SCANCODE_0)},
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{Input::Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{Input::Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Menu de servicio
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{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
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{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{InputAction::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Control del programa
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{Input::Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{Input::Action::PAUSE, KeyState(SDL_SCANCODE_P)},
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{Input::Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Control del programa
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{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
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{InputAction::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{Input::Action::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
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{Input::Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
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{Input::Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
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{Input::Action::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
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{Input::Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
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{InputAction::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
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{InputAction::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
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{InputAction::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
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{InputAction::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
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{InputAction::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
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{Input::Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
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{Input::Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
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{Input::Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
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{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
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{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
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{InputAction::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
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{Input::Action::RESET, KeyState(SDL_SCANCODE_F10)},
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{Input::Action::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
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{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
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{InputAction::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
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};
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struct Gamepad {
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SDL_Gamepad *pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::unordered_map<Input::Action, ButtonState> bindings;
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SDL_Gamepad *pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::unordered_map<InputAction, ButtonState> bindings;
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Gamepad(SDL_Gamepad *gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad)) + " #" + std::to_string(instance_id)),
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bindings{
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// Mando - Movimiento del jugador
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{Input::Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{Input::Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{Input::Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{Input::Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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Gamepad(SDL_Gamepad *gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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bindings{
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// Mando - Movimiento del jugador
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{InputAction::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{InputAction::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{InputAction::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{InputAction::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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// Mando - Disparo del jugador
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{Input::Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{Input::Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{Input::Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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// Mando - Disparo del jugador
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{InputAction::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{InputAction::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{InputAction::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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// Mando - Interfaz
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{Input::Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{Input::Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
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// Mando - Interfaz
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{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
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~Gamepad() {
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if (pad) {
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SDL_CloseGamepad(pad);
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}
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~Gamepad() {
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if (pad) {
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SDL_CloseGamepad(pad);
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}
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}
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};
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// --- Métodos de singleton ---
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static void init(const std::string &game_controller_db_path); // Inicializa el singleton
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static void destroy(); // Libera el singleton
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static auto get() -> Input *; // Obtiene la instancia
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static void init(const std::string &game_controller_db_path);
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static void destroy();
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static auto get() -> Input *;
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// --- Métodos de configuración de controles ---
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void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas
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void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando
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void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source); // Asigna inputs a otros inputs del mando
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void bindKey(Action input, SDL_Scancode code);
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void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button);
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void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source);
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// --- Métodos de consulta de entrada ---
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void update(); // Comprueba fisicamente los botones y teclas que se han pulsado
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auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si un input está activo
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auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si hay al menos un input activo
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool; // Comprueba si hay algún botón pulsado
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void update();
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auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
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auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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// --- Métodos de gestión de mandos ---
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[[nodiscard]] auto gameControllerFound() const -> bool; // Comprueba si hay algún mando conectado
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auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string; // Obten el nombre de un mando de juego
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[[nodiscard]] auto getNumControllers() const -> int; // Obtiene el número de mandos conectados
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[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int; // Obtiene el índice del controlador a partir de un event.id
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[[nodiscard]] auto gameControllerFound() const -> bool;
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auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
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[[nodiscard]] auto getNumControllers() const -> int;
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[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int;
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// --- Métodos de consulta y utilidades ---
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[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton; // Obtiene el SDL_GamepadButton asignado a un input
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[[nodiscard]] static auto inputToString(Action input) -> std::string; // Convierte un InputAction a std::string
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[[nodiscard]] static auto stringToInput(const std::string &name) -> Action; // Convierte un std::string a InputAction
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[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
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[[nodiscard]] static auto inputToString(Action input) -> std::string;
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[[nodiscard]] static auto stringToInput(const std::string &name) -> Action;
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// --- Métodos de reseteo de estado de entrada ---
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void resetInputStates(); // Pone todos los KeyBindings.active y ControllerBindings.active a false
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void resetInputStates();
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// --- Eventos ---
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void handleEvent(const SDL_Event &event); // Comprueba si se conecta algun mando
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void handleEvent(const SDL_Event &event);
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void printConnectedGamepads() const;
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[[nodiscard]] auto getGamepads() const -> const std::vector<std::shared_ptr<Gamepad>> & { return gamepads_; }
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// --- Métodos para integración con GamepadConfigManager ---
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void loadGamepadConfigs(const std::string& filename);
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void saveGamepadConfigs(const std::string& filename) const;
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void applyConfigToGamepad(std::shared_ptr<Gamepad> gamepad, const GamepadConfig& config);
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private:
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// --- Constantes ---
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static constexpr Sint16 AXIS_THRESHOLD = 30000;
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// --- Variables internas ---
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std::vector<std::shared_ptr<Gamepad>> gamepads_; // Mandos conectados
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Keyboard keyboard_; // Estructura con las asociaciones de teclas a acciones
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std::vector<Action> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
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std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
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std::vector<std::shared_ptr<Gamepad>> gamepads_;
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Keyboard keyboard_;
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std::vector<Action> button_inputs_;
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std::string game_controller_db_path_;
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// --- Métodos internos ---
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void initSDLGamePad(); // Inicializa SDL para la gestión de mandos
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auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool; // Comprueba el eje del mando
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void initSDLGamePad();
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auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool;
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void add_gamepad(int device_index);
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void remove_gamepad(SDL_JoystickID id);
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// --- Constructor y destructor ---
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explicit Input(std::string game_controller_db_path); // Constructor privado
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~Input() = default; // Destructor privado
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explicit Input(std::string game_controller_db_path);
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~Input() = default;
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// --- Singleton ---
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static Input *instance;
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