canvi de pc

This commit is contained in:
2025-08-01 09:20:22 +02:00
parent fe818d6a10
commit 6385e413da
4 changed files with 281 additions and 238 deletions

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@@ -1,67 +1,27 @@
#pragma once
#include <external/json.hpp>
#include <fstream>
#include <string>
#include <unordered_map>
#include <vector>
#include "input.h" // Para Input
// Mapas para convertir entre enums y strings
std::unordered_map<Input::Action, std::string> actionToString = {
{Input::Action::FIRE_LEFT, "FIRE_LEFT"},
{Input::Action::FIRE_CENTER, "FIRE_CENTER"},
{Input::Action::FIRE_RIGHT, "FIRE_RIGHT"},
{Input::Action::START, "START"},
{Input::Action::SERVICE, "SERVICE"}};
std::unordered_map<std::string, Input::Action> stringToAction = {
{"FIRE_LEFT", Input::Action::FIRE_LEFT},
{"FIRE_CENTER", Input::Action::FIRE_CENTER},
{"FIRE_RIGHT", Input::Action::FIRE_RIGHT},
{"START", Input::Action::START},
{"SERVICE", Input::Action::SERVICE}};
std::unordered_map<SDL_GamepadButton, std::string> buttonToString = {
{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"}
// Añade todos los botones que necesites
};
std::unordered_map<std::string, SDL_GamepadButton> stringToButton = {
{"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}
// Añade todos los botones que necesites
};
#include "input_types.h" // Solo incluimos los tipos compartidos
struct GamepadConfig {
std::string name; // Nombre del dispositivo
std::unordered_map<Input::Action, SDL_GamepadButton> bindings; // Asociación acción-botón
std::unordered_map<InputAction, SDL_GamepadButton> bindings; // Asociación acción-botón
GamepadConfig(std::string name = "")
: name(name),
bindings{
{Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST},
{Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH},
{Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST},
{Input::Action::START, SDL_GAMEPAD_BUTTON_START},
{Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK}} {}
{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(Input::Action action, SDL_GamepadButton new_button) {
void rebindAction(InputAction action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
};
@@ -81,9 +41,12 @@ class GamepadConfigManager {
// Convertir bindings a JSON
for (const auto& [action, button] : config.bindings) {
std::string actionStr = actionToString[action];
std::string buttonStr = buttonToString[button];
gamepadJson["bindings"][actionStr] = buttonStr;
auto actionIt = actionToString.find(action);
auto buttonIt = buttonToString.find(button);
if (actionIt != actionToString.end() && buttonIt != buttonToString.end()) {
gamepadJson["bindings"][actionIt->second] = buttonIt->second;
}
}
j["gamepads"].push_back(gamepadJson);
@@ -160,32 +123,3 @@ class GamepadConfigManager {
return file.good();
}
};
/*
// Ejemplo de uso
void ejemploUso() {
std::vector<GamepadConfig> configs;
// Crear algunas configuraciones de ejemplo
GamepadConfig config1("Xbox Controller");
config1.rebindAction(Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_SOUTH);
GamepadConfig config2("PS4 Controller");
config2.rebindAction(Input::Action::START, SDL_GAMEPAD_BUTTON_OPTIONS);
configs.push_back(config1);
configs.push_back(config2);
// Escribir a archivo
if (GamepadConfigManager::writeToJson(configs, "gamepad_config.json")) {
std::cout << "Configuración guardada exitosamente" << std::endl;
}
// Leer desde archivo
std::vector<GamepadConfig> loadedConfigs;
if (GamepadConfigManager::readFromJson(loadedConfigs, "gamepad_config.json")) {
std::cout << "Configuración cargada exitosamente" << std::endl;
std::cout << "Número de configuraciones: " << loadedConfigs.size() << std::endl;
}
}
*/

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@@ -1,21 +1,17 @@
#pragma once
#include <SDL3/SDL.h> // Para SDL_GamepadButton, Uint8, SDL_Gamepad, SDL_Joystick, SDL_JoystickID, SDL_Scancode, Sint16
#include <SDL3/SDL.h>
#include <iostream>
#include <memory> // Para std::unique_ptr
#include <string> // Para basic_string, string
#include <memory>
#include <string>
#include <unordered_map>
#include <vector> // Para vector
#include <vector>
/*
connectedControllers es un vector donde están todos los mandos encontrados [0 .. n]
checkInput requiere de un índice para comprobar las pulsaciones de un controlador en concreto [0 .. n]
device contiene el tipo de dispositivo a comprobar:
InputDeviceToUse::KEYBOARD solo mirará el teclado
InputDeviceToUse::CONTROLLER solo mirará el controlador especificado (Si no se especifica, el primero)
InputDeviceToUse::ANY mirará tanto el teclado como el PRIMER controlador
*/
#include "input_types.h"
// Forward declaration para evitar dependencia circular
struct GamepadConfig;
class GamepadConfigManager;
// Clase Input: gestiona la entrada de teclado y mandos (singleton)
class Input {
@@ -27,47 +23,8 @@ class Input {
static constexpr bool CHECK_KEYBOARD = true;
static constexpr bool DO_NOT_CHECK_KEYBOARD = false;
// Acciones de entrada posibles en el juego
enum class Action : int {
// 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_SHADERS,
TOGGLE_VIDEO_INTEGER_SCALE,
TOGGLE_VIDEO_VSYNC,
RESET,
TOGGLE_AUDIO,
CHANGE_LANG,
SHOW_INFO,
CONFIG,
SWAP_CONTROLLERS,
TOGGLE_AUTO_FIRE,
// Input obligatorio
NONE,
SIZE,
};
// Alias para mantener compatibilidad con el código existente
using Action = InputAction;
// --- Estructuras ---
struct KeyState {
@@ -90,74 +47,74 @@ class Input {
};
struct Keyboard {
std::unordered_map<Input::Action, KeyState> bindings;
std::unordered_map<InputAction, KeyState> bindings;
Keyboard()
: bindings{
// Teclado - Movimiento del jugador
{Input::Action::UP, KeyState(SDL_SCANCODE_UP)},
{Input::Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
{Input::Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{Input::Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
{InputAction::UP, KeyState(SDL_SCANCODE_UP)},
{InputAction::DOWN, KeyState(SDL_SCANCODE_DOWN)},
{InputAction::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{InputAction::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
// Teclado - Disparo del jugador
{Input::Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
{Input::Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
{Input::Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
{InputAction::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
{InputAction::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
{InputAction::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
// Teclado - Interfaz
{Input::Action::START, KeyState(SDL_SCANCODE_RETURN)},
{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
// Teclado - Menu de servicio
{Input::Action::SERVICE, KeyState(SDL_SCANCODE_0)},
{Input::Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{Input::Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{InputAction::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
// Teclado - Control del programa
{Input::Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{Input::Action::PAUSE, KeyState(SDL_SCANCODE_P)},
{Input::Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
{InputAction::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{Input::Action::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
{Input::Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
{Input::Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
{Input::Action::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
{Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
{Input::Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
{InputAction::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
{InputAction::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
{InputAction::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
{InputAction::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
{InputAction::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
{Input::Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{Input::Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{Input::Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{InputAction::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
{Input::Action::RESET, KeyState(SDL_SCANCODE_F10)},
{Input::Action::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
{InputAction::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
};
struct Gamepad {
SDL_Gamepad *pad;
SDL_JoystickID instance_id;
std::string name;
std::unordered_map<Input::Action, ButtonState> bindings;
std::unordered_map<InputAction, ButtonState> bindings;
Gamepad(SDL_Gamepad *gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
name(std::string(SDL_GetGamepadName(gamepad)) + " #" + std::to_string(instance_id)),
name(std::string(SDL_GetGamepadName(gamepad))),
bindings{
// Mando - Movimiento del jugador
{Input::Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
{Input::Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
{Input::Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
{Input::Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
{InputAction::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
{InputAction::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
{InputAction::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
{InputAction::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
// Mando - Disparo del jugador
{Input::Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{Input::Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
{Input::Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
{InputAction::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{InputAction::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
{InputAction::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
// Mando - Interfaz
{Input::Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{Input::Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
~Gamepad() {
if (pad) {
@@ -167,61 +124,66 @@ class Input {
};
// --- Métodos de singleton ---
static void init(const std::string &game_controller_db_path); // Inicializa el singleton
static void destroy(); // Libera el singleton
static auto get() -> Input *; // Obtiene la instancia
static void init(const std::string &game_controller_db_path);
static void destroy();
static auto get() -> Input *;
// --- Métodos de configuración de controles ---
void bindKey(Action input, SDL_Scancode code); // Asigna inputs a teclas
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button); // Asigna inputs a botones del mando
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source); // Asigna inputs a otros inputs del mando
void bindKey(Action input, SDL_Scancode code);
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button);
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source);
// --- Métodos de consulta de entrada ---
void update(); // Comprueba fisicamente los botones y teclas que se han pulsado
auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si un input está activo
auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool; // Comprueba si hay al menos un input activo
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool; // Comprueba si hay algún botón pulsado
void update();
auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
auto checkAnyInput(bool check_keyboard = true, 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; // Comprueba si hay algún mando conectado
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string; // Obten el nombre de un mando de juego
[[nodiscard]] auto getNumControllers() const -> int; // Obtiene el número de mandos conectados
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int; // Obtiene el índice del controlador a partir de un event.id
[[nodiscard]] auto gameControllerFound() const -> bool;
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
[[nodiscard]] auto getNumControllers() const -> int;
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int;
// --- Métodos de consulta y utilidades ---
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton; // Obtiene el SDL_GamepadButton asignado a un input
[[nodiscard]] static auto inputToString(Action input) -> std::string; // Convierte un InputAction a std::string
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action; // Convierte un std::string a InputAction
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
[[nodiscard]] static auto inputToString(Action input) -> std::string;
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action;
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates(); // Pone todos los KeyBindings.active y ControllerBindings.active a false
void resetInputStates();
// --- Eventos ---
void handleEvent(const SDL_Event &event); // Comprueba si se conecta algun mando
void handleEvent(const SDL_Event &event);
void printConnectedGamepads() const;
[[nodiscard]] auto getGamepads() const -> const std::vector<std::shared_ptr<Gamepad>> & { return gamepads_; }
// --- Métodos para integración con GamepadConfigManager ---
void loadGamepadConfigs(const std::string& filename);
void saveGamepadConfigs(const std::string& filename) const;
void applyConfigToGamepad(std::shared_ptr<Gamepad> gamepad, const GamepadConfig& config);
private:
// --- Constantes ---
static constexpr Sint16 AXIS_THRESHOLD = 30000;
// --- Variables internas ---
std::vector<std::shared_ptr<Gamepad>> gamepads_; // Mandos conectados
Keyboard keyboard_; // Estructura con las asociaciones de teclas a acciones
std::vector<Action> button_inputs_; // Inputs asignados al jugador y a botones, excluyendo direcciones
std::string game_controller_db_path_; // Ruta al archivo gamecontrollerdb.txt
std::vector<std::shared_ptr<Gamepad>> gamepads_;
Keyboard keyboard_;
std::vector<Action> button_inputs_;
std::string game_controller_db_path_;
// --- Métodos internos ---
void initSDLGamePad(); // Inicializa SDL para la gestión de mandos
auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool; // Comprueba el eje del mando
void initSDLGamePad();
auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool;
void add_gamepad(int device_index);
void remove_gamepad(SDL_JoystickID id);
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path); // Constructor privado
~Input() = default; // Destructor privado
explicit Input(std::string game_controller_db_path);
~Input() = default;
// --- Singleton ---
static Input *instance;

94
source/input_types.cpp Normal file
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@@ -0,0 +1,94 @@
#include "input_types.h"
// Definición de los mapas
const std::unordered_map<InputAction, std::string> actionToString = {
{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_SHADERS, "TOGGLE_VIDEO_SHADERS"},
{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> stringToAction = {
{"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_SHADERS", InputAction::TOGGLE_VIDEO_SHADERS},
{"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> buttonToString = {
{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"}
};
const std::unordered_map<std::string, SDL_GamepadButton> stringToButton = {
{"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}
};

53
source/input_types.h Normal file
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@@ -0,0 +1,53 @@
#pragma once
#include <SDL3/SDL.h>
#include <string>
#include <unordered_map>
// Acciones de entrada posibles en el juego
enum class InputAction : int {
// 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_SHADERS,
TOGGLE_VIDEO_INTEGER_SCALE,
TOGGLE_VIDEO_VSYNC,
RESET,
TOGGLE_AUDIO,
CHANGE_LANG,
SHOW_INFO,
CONFIG,
SWAP_CONTROLLERS,
TOGGLE_AUTO_FIRE,
// Input obligatorio
NONE,
SIZE,
};
// Mapas para convertir entre enums y strings
extern const std::unordered_map<InputAction, std::string> actionToString;
extern const std::unordered_map<std::string, InputAction> stringToAction;
extern const std::unordered_map<SDL_GamepadButton, std::string> buttonToString;
extern const std::unordered_map<std::string, SDL_GamepadButton> stringToButton;