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

@@ -49,54 +49,54 @@ class Input {
};
struct Keyboard {
std::unordered_map<InputAction, KeyState> bindings;
std::unordered_map<Action, KeyState> bindings;
Keyboard()
: bindings{
// Teclado - Movimiento del jugador
{InputAction::UP, KeyState(SDL_SCANCODE_UP)},
{InputAction::DOWN, KeyState(SDL_SCANCODE_DOWN)},
{InputAction::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{InputAction::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
{Action::UP, KeyState(SDL_SCANCODE_UP)},
{Action::DOWN, KeyState(SDL_SCANCODE_DOWN)},
{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
// Teclado - Disparo del jugador
{InputAction::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
{InputAction::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
{InputAction::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
{Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
{Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
{Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
// Teclado - Interfaz
{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
{Action::START, KeyState(SDL_SCANCODE_RETURN)},
// Teclado - Menu de servicio
{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{InputAction::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{Action::SERVICE, KeyState(SDL_SCANCODE_0)},
{Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
// Teclado - Control del programa
{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
{InputAction::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{Action::PAUSE, KeyState(SDL_SCANCODE_P)},
{Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
{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)},
{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_SHADERS, KeyState(SDL_SCANCODE_F4)},
{Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
{Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{InputAction::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
{Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
{InputAction::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
{Action::RESET, KeyState(SDL_SCANCODE_F10)},
{Action::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
};
struct Gamepad {
SDL_Gamepad *pad;
SDL_JoystickID instance_id;
std::string name;
std::unordered_map<InputAction, ButtonState> bindings;
std::unordered_map<Action, ButtonState> bindings;
Gamepad(SDL_Gamepad *gamepad)
: pad(gamepad),
@@ -104,19 +104,19 @@ class Input {
name(std::string(SDL_GetGamepadName(gamepad))),
bindings{
// Mando - Movimiento del jugador
{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)},
{Action::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
// Mando - Disparo del jugador
{InputAction::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{InputAction::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
{InputAction::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
// Mando - Interfaz
{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
~Gamepad() {
if (pad) {
@@ -125,7 +125,7 @@ class Input {
}
// Reasigna un botón a una acción
void rebindAction(InputAction action, SDL_GamepadButton new_button) {
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
};
@@ -149,7 +149,7 @@ class Input {
// --- Métodos de gestión de mandos ---
[[nodiscard]] auto gameControllerFound() const -> bool;
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
[[nodiscard]] auto getNumControllers() const -> int;
[[nodiscard]] auto getNumGamepads() const -> int;
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int;
// --- Métodos de consulta y utilidades ---
@@ -175,7 +175,7 @@ class Input {
std::vector<std::shared_ptr<Gamepad>> gamepads_;
Keyboard keyboard_;
std::vector<Action> button_inputs_;
std::string game_controller_db_path_;
std::string gamepad_mappings_file_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
@@ -186,17 +186,17 @@ class Input {
void remove_gamepad(SDL_JoystickID id);
void addGamepadMappingsFromFile();
void discoverGamepads();
// --- Métodos para integración con GamepadConfigManager ---
void loadGamepadConfigs();
void saveGamepadConfigs();
void applyGamepadConfig(std::shared_ptr<Gamepad> gamepad);
void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
// Métodos auxiliares opcionales
void setGamepadConfigsFile(const std::string& filename);
GamepadConfig* getGamepadConfig(const std::string& gamepadName);
bool removeGamepadConfig(const std::string& gamepadName);
void setGamepadConfigsFile(const std::string &filename);
GamepadConfig *getGamepadConfig(const std::string &gamepadName);
bool removeGamepadConfig(const std::string &gamepadName);
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);