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
This commit is contained in:
2025-08-03 22:49:28 +02:00
parent de9fb5aa4b
commit 90c080f3e3
19 changed files with 433 additions and 353 deletions

View File

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