migrant input: ja guarda i llig configuracions de gamepad en fitxer

This commit is contained in:
2025-08-01 12:51:24 +02:00
parent 6385e413da
commit c066cc32d3
7 changed files with 260 additions and 127 deletions

View File

@@ -13,7 +13,9 @@
Input *Input::instance = nullptr;
// Inicializa la instancia única del singleton
void Input::init(const std::string &game_controller_db_path) { Input::instance = new Input(game_controller_db_path); }
void Input::init(const std::string &game_controller_db_path, const std::string &gamepad_configs_file) {
Input::instance = new Input(game_controller_db_path, gamepad_configs_file);
}
// Libera la instancia
void Input::destroy() { delete Input::instance; }
@@ -22,8 +24,9 @@ void Input::destroy() { delete Input::instance; }
auto Input::get() -> Input * { return Input::instance; }
// Constructor
Input::Input(std::string game_controller_db_path)
: game_controller_db_path_(std::move(game_controller_db_path)) {
Input::Input(std::string game_controller_db_path, std::string gamepad_configs_file)
: game_controller_db_path_(std::move(game_controller_db_path)),
gamepad_configs_file_(std::move(gamepad_configs_file)) {
// Inicializa el subsistema SDL_INIT_GAMEPAD
initSDLGamePad();
@@ -226,15 +229,27 @@ auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool
return false;
}
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;
}
}
void Input::discoverGamepads() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event); // Comprueba mandos conectados
}
}
void Input::initSDLGamePad() {
if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GAMEPAD could not initialize! SDL Error: %s", SDL_GetError());
} else {
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event); // Comprueba mandos conectados
}
addGamepadMappingsFromFile();
loadGamepadConfigs();
discoverGamepads();
SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Input System initialized successfully\n");
}
}
@@ -299,6 +314,8 @@ void Input::add_gamepad(int device_index) {
auto gamepad = std::make_shared<Gamepad>(pad);
std::cout << "Gamepad connected (" << gamepad->name << ")" << std::endl;
applyGamepadConfig(gamepad);
saveGamepadConfigFromGamepad(gamepad);
gamepads_.push_back(std::move(gamepad));
}
@@ -328,3 +345,98 @@ void Input::printConnectedGamepads() const {
<< ", Nombre: " << name << ")" << std::endl;
}
}
void Input::loadGamepadConfigs() {
if (GamepadConfigManager::fileExists(gamepad_configs_file_)) {
GamepadConfigManager::readFromJson(gamepad_configs_, gamepad_configs_file_);
}
}
void Input::saveGamepadConfigs() {
GamepadConfigManager::writeToJson(gamepad_configs_, gamepad_configs_file_);
}
void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
if (!gamepad) {
return;
}
// 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;
});
if (configIt != gamepad_configs_.end()) {
// Aplicar la configuración encontrada al gamepad
for (const auto& [action, button] : configIt->bindings) {
if (gamepad->bindings.find(action) != gamepad->bindings.end()) {
gamepad->bindings[action].button = button;
}
}
}
}
void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
if (!gamepad) {
return;
}
// 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;
});
// 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) {
newConfig.bindings[action] = buttonState.button;
}
if (configIt != gamepad_configs_.end()) {
// Sobreescribir configuración existente
*configIt = newConfig;
} else {
// Añadir nueva configuración
gamepad_configs_.push_back(newConfig);
}
// Guardar cambios inmediatamente
saveGamepadConfigs();
}
// Método para establecer el archivo de configuración (opcional)
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;
});
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;
});
if (configIt != gamepad_configs_.end()) {
gamepad_configs_.erase(configIt);
saveGamepadConfigs();
return true;
}
return false;
}