desacoplament de Player i Options
Player: canviat id de int a enum migrant input: eliminat Device, keyboard separat de la llista de mandos, llig i guarda configuracions de mandos falta: definir botons, asignar mandos a jugadors i guardar la asignació
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@@ -25,7 +25,7 @@ auto Input::get() -> Input * { return Input::instance; }
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// Constructor
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Input::Input(std::string game_controller_db_path, std::string gamepad_configs_file)
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: game_controller_db_path_(std::move(game_controller_db_path)),
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: gamepad_mappings_file_(std::move(game_controller_db_path)),
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gamepad_configs_file_(std::move(gamepad_configs_file)) {
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// Inicializa el subsistema SDL_INIT_GAMEPAD
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initSDLGamePad();
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@@ -139,7 +139,7 @@ auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
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auto Input::getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string { return gamepad == nullptr ? std::string() : gamepad->name; }
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// Obten el número de mandos conectados
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auto Input::getNumControllers() const -> int { return gamepads_.size(); }
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auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
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// Obtiene el indice del controlador a partir de un event.id
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auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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@@ -230,8 +230,8 @@ auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool
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}
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void Input::addGamepadMappingsFromFile() {
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if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
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if (SDL_AddGamepadMappingsFromFile(gamepad_mappings_file_.c_str()) < 0) {
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std::cout << "Error, could not load " << gamepad_mappings_file_.c_str() << " file: " << SDL_GetError() << std::endl;
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}
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}
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@@ -362,14 +362,13 @@ void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
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}
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// Buscar configuración por nombre del gamepad
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(),
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[&gamepad](const GamepadConfig& config) {
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return config.name == gamepad->name;
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});
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
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return config.name == gamepad->name;
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});
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if (configIt != gamepad_configs_.end()) {
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// Aplicar la configuración encontrada al gamepad
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for (const auto& [action, button] : configIt->bindings) {
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for (const auto &[action, button] : configIt->bindings) {
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if (gamepad->bindings.find(action) != gamepad->bindings.end()) {
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gamepad->bindings[action].button = button;
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}
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@@ -383,17 +382,16 @@ void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
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}
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// Buscar si ya existe una configuración con este nombre
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(),
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[&gamepad](const GamepadConfig& config) {
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return config.name == gamepad->name;
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});
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepad](const GamepadConfig &config) {
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return config.name == gamepad->name;
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});
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// Crear nueva configuración desde el gamepad
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GamepadConfig newConfig(gamepad->name);
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newConfig.bindings.clear(); // Limpiar bindings por defecto
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// Copiar todos los bindings del gamepad
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for (const auto& [action, buttonState] : gamepad->bindings) {
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for (const auto &[action, buttonState] : gamepad->bindings) {
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newConfig.bindings[action] = buttonState.button;
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}
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@@ -410,33 +408,31 @@ void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
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}
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// Método para establecer el archivo de configuración (opcional)
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void Input::setGamepadConfigsFile(const std::string& filename) {
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void Input::setGamepadConfigsFile(const std::string &filename) {
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gamepad_configs_file_ = filename;
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loadGamepadConfigs(); // Recargar con el nuevo archivo
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}
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// Método para obtener configuración de un gamepad específico (opcional)
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GamepadConfig* Input::getGamepadConfig(const std::string& gamepadName) {
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(),
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[&gamepadName](const GamepadConfig& config) {
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return config.name == gamepadName;
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});
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GamepadConfig *Input::getGamepadConfig(const std::string &gamepadName) {
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepadName](const GamepadConfig &config) {
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return config.name == gamepadName;
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});
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return (configIt != gamepad_configs_.end()) ? &(*configIt) : nullptr;
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}
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// Método para eliminar configuración de gamepad (opcional)
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bool Input::removeGamepadConfig(const std::string& gamepadName) {
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(),
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[&gamepadName](const GamepadConfig& config) {
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return config.name == gamepadName;
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});
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bool Input::removeGamepadConfig(const std::string &gamepadName) {
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auto configIt = std::find_if(gamepad_configs_.begin(), gamepad_configs_.end(), [&gamepadName](const GamepadConfig &config) {
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return config.name == gamepadName;
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});
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if (configIt != gamepad_configs_.end()) {
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gamepad_configs_.erase(configIt);
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saveGamepadConfigs();
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return true;
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}
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return false;
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}
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