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

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@@ -76,6 +76,7 @@ set(APP_SOURCES
source/color.cpp
source/define_buttons.cpp
source/difficulty.cpp
source/input_types.cpp
source/mouse.cpp
source/options.cpp
source/stage.cpp

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@@ -91,12 +91,14 @@ void Director::init() {
loadScoreFile(); // Carga el archivo de puntuaciones
// Inicialización de subsistemas principales
Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
Screen::init(); // Inicializa la pantalla y el sistema de renderizado
Audio::init(); // Activa el sistema de audio
Resource::init(); // Inicializa el sistema de gestión de recursos
Input::init(Asset::get()->get("gamecontrollerdb.txt")); // Carga configuración de controles
bindInputs(); // Asigna los controles a la entrada del sistema
Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
Screen::init(); // Inicializa la pantalla y el sistema de renderizado
Audio::init(); // Activa el sistema de audio
Resource::init(); // Inicializa el sistema de gestión de recursos
Input::init(
Asset::get()->get("gamecontrollerdb.txt"),
Asset::get()->get("controllers.json")); // Carga configuración de controles
bindInputs(); // Asigna los controles a la entrada del sistema
auto gamepads = Input::get()->getGamepads();
if (!gamepads.empty())

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@@ -26,10 +26,12 @@ struct GamepadConfig {
}
};
using GamepadConfigs = std::vector<GamepadConfig>;
class GamepadConfigManager {
public:
// Escribir vector de GamepadConfig a archivo JSON
static bool writeToJson(const std::vector<GamepadConfig>& configs, const std::string& filename) {
static bool writeToJson(const GamepadConfigs& configs, const std::string& filename) {
try {
nlohmann::json j;
j["gamepads"] = nlohmann::json::array();
@@ -69,7 +71,7 @@ class GamepadConfigManager {
}
// Leer vector de GamepadConfig desde archivo JSON
static bool readFromJson(std::vector<GamepadConfig>& configs, const std::string& filename) {
static bool readFromJson(GamepadConfigs& configs, const std::string& filename) {
try {
std::ifstream file(filename);
if (!file.is_open()) {

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@@ -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;
}

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@@ -1,17 +1,19 @@
#pragma once
#include <SDL3/SDL.h>
#include <iostream>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "gamepad_config_manager.h"
#include "input_types.h"
// Forward declaration para evitar dependencia circular
struct GamepadConfig;
class GamepadConfigManager;
// struct GamepadConfig;
// class GamepadConfigManager;
// Clase Input: gestiona la entrada de teclado y mandos (singleton)
class Input {
@@ -28,103 +30,108 @@ class Input {
// --- Estructuras ---
struct KeyState {
Uint8 scancode; // Scancode asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
Uint8 scancode; // Scancode asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
};
struct ButtonState {
SDL_GamepadButton button; // GameControllerButton asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
bool axis_active; // Estado del eje
SDL_GamepadButton button; // GameControllerButton asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
bool axis_active; // Estado del eje
ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
};
struct Keyboard {
std::unordered_map<InputAction, KeyState> bindings;
std::unordered_map<InputAction, 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)},
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)},
// 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)},
// 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)},
// Teclado - Interfaz
{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
// Teclado - Interfaz
{InputAction::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)},
// Teclado - Menu de servicio
{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
{InputAction::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)},
// Teclado - Control del programa
{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
{InputAction::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)},
{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)},
{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
{InputAction::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)},
{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
{InputAction::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<InputAction, ButtonState> bindings;
SDL_Gamepad *pad;
SDL_JoystickID instance_id;
std::string name;
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))),
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)},
Gamepad(SDL_Gamepad *gamepad)
: pad(gamepad),
instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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)},
// 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)},
// 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)},
// Mando - Interfaz
{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
// Mando - Interfaz
{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
~Gamepad() {
if (pad) {
SDL_CloseGamepad(pad);
~Gamepad() {
if (pad) {
SDL_CloseGamepad(pad);
}
}
// Reasigna un botón a una acción
void rebindAction(InputAction action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
}
};
// --- Métodos de singleton ---
static void init(const std::string &game_controller_db_path);
static void init(const std::string &game_controller_db_path, const std::string &gamepad_configs_file);
static void destroy();
static auto get() -> Input *;
@@ -160,11 +167,6 @@ class Input {
[[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;
@@ -174,15 +176,30 @@ class Input {
Keyboard keyboard_;
std::vector<Action> button_inputs_;
std::string game_controller_db_path_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
// --- Métodos internos ---
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);
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);
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path);
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
~Input() = default;
// --- Singleton ---

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@@ -47,7 +47,7 @@ void init() {
controllers.emplace_back(GamepadOptions(2));
setKeyboardToPlayer(1);
// Opciones pendientes
// Opciones de cambios pendientes
pending_changes.new_language = settings.language;
pending_changes.new_difficulty = settings.difficulty;
pending_changes.has_pending_changes = false;

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@@ -30,8 +30,7 @@ void initParam() {
param.game.play_area.rect = {0, 0, param.game.width, 216};
param.game.name_entry_idle_time = 10;
param.game.name_entry_total_time = 60;
// param.game.speed = 15;
param.game.speed = 1000 / 60;
param.game.speed = 15;
param.game.hit_stop = true;
param.game.hit_stop_ms = 300;
precalculateZones();