migrant input: ja guarda i llig configuracions de gamepad en fitxer
This commit is contained in:
@@ -76,6 +76,7 @@ set(APP_SOURCES
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source/color.cpp
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source/define_buttons.cpp
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source/difficulty.cpp
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source/input_types.cpp
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source/mouse.cpp
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source/options.cpp
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source/stage.cpp
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@@ -91,12 +91,14 @@ void Director::init() {
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loadScoreFile(); // Carga el archivo de puntuaciones
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// Inicialización de subsistemas principales
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Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
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Screen::init(); // Inicializa la pantalla y el sistema de renderizado
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Audio::init(); // Activa el sistema de audio
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Resource::init(); // Inicializa el sistema de gestión de recursos
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Input::init(Asset::get()->get("gamecontrollerdb.txt")); // Carga configuración de controles
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bindInputs(); // Asigna los controles a la entrada del sistema
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Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
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Screen::init(); // Inicializa la pantalla y el sistema de renderizado
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Audio::init(); // Activa el sistema de audio
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Resource::init(); // Inicializa el sistema de gestión de recursos
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Input::init(
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Asset::get()->get("gamecontrollerdb.txt"),
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Asset::get()->get("controllers.json")); // Carga configuración de controles
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bindInputs(); // Asigna los controles a la entrada del sistema
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auto gamepads = Input::get()->getGamepads();
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if (!gamepads.empty())
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@@ -26,10 +26,12 @@ struct GamepadConfig {
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}
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};
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using GamepadConfigs = std::vector<GamepadConfig>;
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class GamepadConfigManager {
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public:
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// Escribir vector de GamepadConfig a archivo JSON
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static bool writeToJson(const std::vector<GamepadConfig>& configs, const std::string& filename) {
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static bool writeToJson(const GamepadConfigs& configs, const std::string& filename) {
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try {
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nlohmann::json j;
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j["gamepads"] = nlohmann::json::array();
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@@ -69,7 +71,7 @@ class GamepadConfigManager {
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}
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// Leer vector de GamepadConfig desde archivo JSON
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static bool readFromJson(std::vector<GamepadConfig>& configs, const std::string& filename) {
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static bool readFromJson(GamepadConfigs& configs, const std::string& filename) {
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try {
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std::ifstream file(filename);
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if (!file.is_open()) {
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126
source/input.cpp
126
source/input.cpp
@@ -13,7 +13,9 @@
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Input *Input::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Input::init(const std::string &game_controller_db_path) { Input::instance = new Input(game_controller_db_path); }
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void Input::init(const std::string &game_controller_db_path, const std::string &gamepad_configs_file) {
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Input::instance = new Input(game_controller_db_path, gamepad_configs_file);
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}
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// Libera la instancia
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void Input::destroy() { delete Input::instance; }
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@@ -22,8 +24,9 @@ void Input::destroy() { delete Input::instance; }
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auto Input::get() -> Input * { return Input::instance; }
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// Constructor
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Input::Input(std::string game_controller_db_path)
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: game_controller_db_path_(std::move(game_controller_db_path)) {
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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_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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@@ -226,15 +229,27 @@ auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool
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return false;
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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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}
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}
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void Input::discoverGamepads() {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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handleEvent(event); // Comprueba mandos conectados
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}
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}
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void Input::initSDLGamePad() {
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if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
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if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GAMEPAD could not initialize! SDL Error: %s", SDL_GetError());
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} else {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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handleEvent(event); // Comprueba mandos conectados
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}
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addGamepadMappingsFromFile();
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loadGamepadConfigs();
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discoverGamepads();
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Input System initialized successfully\n");
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}
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}
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@@ -299,6 +314,8 @@ void Input::add_gamepad(int device_index) {
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auto gamepad = std::make_shared<Gamepad>(pad);
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std::cout << "Gamepad connected (" << gamepad->name << ")" << std::endl;
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applyGamepadConfig(gamepad);
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saveGamepadConfigFromGamepad(gamepad);
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gamepads_.push_back(std::move(gamepad));
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}
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@@ -328,3 +345,98 @@ void Input::printConnectedGamepads() const {
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<< ", Nombre: " << name << ")" << std::endl;
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}
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}
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void Input::loadGamepadConfigs() {
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if (GamepadConfigManager::fileExists(gamepad_configs_file_)) {
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GamepadConfigManager::readFromJson(gamepad_configs_, gamepad_configs_file_);
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}
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}
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void Input::saveGamepadConfigs() {
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GamepadConfigManager::writeToJson(gamepad_configs_, gamepad_configs_file_);
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}
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void Input::applyGamepadConfig(std::shared_ptr<Gamepad> gamepad) {
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if (!gamepad) {
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return;
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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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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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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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}
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}
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}
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void Input::saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad) {
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if (!gamepad) {
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return;
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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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// 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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newConfig.bindings[action] = buttonState.button;
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}
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if (configIt != gamepad_configs_.end()) {
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// Sobreescribir configuración existente
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*configIt = newConfig;
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} else {
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// Añadir nueva configuración
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gamepad_configs_.push_back(newConfig);
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}
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// Guardar cambios inmediatamente
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saveGamepadConfigs();
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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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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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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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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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235
source/input.h
235
source/input.h
@@ -1,17 +1,19 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <iostream>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include <SDL3/SDL.h>
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#include <iostream>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "gamepad_config_manager.h"
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#include "input_types.h"
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// Forward declaration para evitar dependencia circular
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struct GamepadConfig;
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class GamepadConfigManager;
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// struct GamepadConfig;
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// class GamepadConfigManager;
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// Clase Input: gestiona la entrada de teclado y mandos (singleton)
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class Input {
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@@ -28,162 +30,177 @@ class Input {
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// --- Estructuras ---
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struct KeyState {
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Uint8 scancode; // Scancode asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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Uint8 scancode; // Scancode asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode), is_held(is_held), just_pressed(just_pressed) {}
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};
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struct ButtonState {
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SDL_GamepadButton button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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SDL_GamepadButton button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
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ButtonState(SDL_GamepadButton btn = SDL_GAMEPAD_BUTTON_INVALID, bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {}
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};
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struct Keyboard {
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std::unordered_map<InputAction, KeyState> bindings;
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std::unordered_map<InputAction, KeyState> bindings;
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Keyboard()
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: bindings{
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// Teclado - Movimiento del jugador
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{InputAction::UP, KeyState(SDL_SCANCODE_UP)},
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{InputAction::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{InputAction::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{InputAction::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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Keyboard()
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: bindings{
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// Teclado - Movimiento del jugador
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{InputAction::UP, KeyState(SDL_SCANCODE_UP)},
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{InputAction::DOWN, KeyState(SDL_SCANCODE_DOWN)},
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{InputAction::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{InputAction::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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// Teclado - Disparo del jugador
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{InputAction::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{InputAction::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{InputAction::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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// Teclado - Disparo del jugador
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{InputAction::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)},
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{InputAction::FIRE_CENTER, KeyState(SDL_SCANCODE_W)},
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{InputAction::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)},
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// Teclado - Interfaz
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{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
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// Teclado - Interfaz
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{InputAction::START, KeyState(SDL_SCANCODE_RETURN)},
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// Teclado - Menu de servicio
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{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
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{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{InputAction::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Menu de servicio
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{InputAction::SERVICE, KeyState(SDL_SCANCODE_0)},
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{InputAction::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)},
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{InputAction::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Control del programa
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{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
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{InputAction::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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// Teclado - Control del programa
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{InputAction::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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{InputAction::PAUSE, KeyState(SDL_SCANCODE_P)},
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{InputAction::BACK, KeyState(SDL_SCANCODE_BACKSPACE)},
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{InputAction::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
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{InputAction::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
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{InputAction::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
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{InputAction::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
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{InputAction::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
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{InputAction::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)},
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{InputAction::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)},
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{InputAction::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
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{InputAction::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{InputAction::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)},
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{InputAction::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)},
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{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
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{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
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{InputAction::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
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{InputAction::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)},
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{InputAction::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)},
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{InputAction::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)},
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{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
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{InputAction::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
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{InputAction::RESET, KeyState(SDL_SCANCODE_F10)},
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{InputAction::SHOW_INFO, KeyState(SDL_SCANCODE_F12)}} {}
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};
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struct Gamepad {
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SDL_Gamepad *pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::unordered_map<InputAction, ButtonState> bindings;
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SDL_Gamepad *pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::unordered_map<InputAction, ButtonState> bindings;
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Gamepad(SDL_Gamepad *gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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bindings{
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// Mando - Movimiento del jugador
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{InputAction::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{InputAction::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{InputAction::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{InputAction::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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Gamepad(SDL_Gamepad *gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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bindings{
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// Mando - Movimiento del jugador
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{InputAction::UP, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_UP)},
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{InputAction::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
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{InputAction::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
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{InputAction::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
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// Mando - Disparo del jugador
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{InputAction::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{InputAction::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{InputAction::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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// Mando - Disparo del jugador
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{InputAction::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
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{InputAction::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
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{InputAction::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
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// Mando - Interfaz
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{InputAction::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
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{InputAction::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)}} {}
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// 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 destroy();
|
||||
static auto get() -> Input *;
|
||||
static void init(const std::string &game_controller_db_path, const std::string &gamepad_configs_file);
|
||||
static void destroy();
|
||||
static auto get() -> Input *;
|
||||
|
||||
// --- Métodos de configuración de controles ---
|
||||
void bindKey(Action input, SDL_Scancode code);
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button);
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source);
|
||||
void bindKey(Action input, SDL_Scancode code);
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button);
|
||||
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source);
|
||||
|
||||
// --- Métodos de consulta de entrada ---
|
||||
void update();
|
||||
auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
|
||||
auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
|
||||
void update();
|
||||
auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
|
||||
auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
|
||||
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
|
||||
|
||||
// --- 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 getJoyIndex(SDL_JoystickID id) const -> int;
|
||||
[[nodiscard]] auto gameControllerFound() const -> bool;
|
||||
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
|
||||
[[nodiscard]] auto getNumControllers() const -> int;
|
||||
[[nodiscard]] auto getJoyIndex(SDL_JoystickID id) const -> int;
|
||||
|
||||
// --- Métodos de consulta y utilidades ---
|
||||
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
|
||||
[[nodiscard]] static auto inputToString(Action input) -> std::string;
|
||||
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action;
|
||||
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
|
||||
[[nodiscard]] static auto inputToString(Action input) -> std::string;
|
||||
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action;
|
||||
|
||||
// --- Métodos de reseteo de estado de entrada ---
|
||||
void resetInputStates();
|
||||
void resetInputStates();
|
||||
|
||||
// --- Eventos ---
|
||||
void handleEvent(const SDL_Event &event);
|
||||
void handleEvent(const SDL_Event &event);
|
||||
|
||||
void printConnectedGamepads() const;
|
||||
|
||||
[[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;
|
||||
|
||||
// --- Variables internas ---
|
||||
std::vector<std::shared_ptr<Gamepad>> gamepads_;
|
||||
Keyboard keyboard_;
|
||||
std::vector<Action> button_inputs_;
|
||||
std::string game_controller_db_path_;
|
||||
std::vector<std::shared_ptr<Gamepad>> gamepads_;
|
||||
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 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);
|
||||
~Input() = default;
|
||||
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
|
||||
~Input() = default;
|
||||
|
||||
// --- Singleton ---
|
||||
static Input *instance;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user