canvi de pc
This commit is contained in:
215
source/input.cpp
215
source/input.cpp
@@ -28,8 +28,8 @@ Input::Input(std::string game_controller_db_path)
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initSDLGamePad();
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// Inicializa los vectores
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key_bindings_.resize(static_cast<int>(Action::SIZE), KeyBindings());
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controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(Action::SIZE), ControllerBindings()));
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// key_bindings_.resize(static_cast<int>(Action::SIZE), KeyBindings());
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// controller_bindings_.resize(gamepads.size(), std::vector<ControllerBindings>(static_cast<int>(Action::SIZE), ControllerBindings()));
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// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
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button_inputs_ = {Action::FIRE_LEFT, Action::FIRE_CENTER, Action::FIRE_RIGHT, Action::START};
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@@ -41,21 +41,21 @@ void Input::bindKey(Action input, SDL_Scancode code) {
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input, SDL_GamepadButton button) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input)).button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input_target, Action input_source) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
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void Input::bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source) {
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if (gamepad != nullptr) {
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gamepad->bindings.at(static_cast<int>(input_target)).button = gamepad->bindings.at(static_cast<int>(input_source)).button;
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}
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}
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// Comprueba si un input esta activo
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auto Input::checkAction(Action input, bool repeat, Device device, int controller_index) -> bool {
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auto Input::checkAction(Action input, bool repeat, Device device, std::shared_ptr<Gamepad> gamepad) -> bool {
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bool success_keyboard = false;
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bool success_controller = false;
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const int INPUT_INDEX = static_cast<int>(input);
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@@ -68,15 +68,15 @@ auto Input::checkAction(Action input, bool repeat, Device device, int controller
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}
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}
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if (gamepad != nullptr) {
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if ((device == Device::CONTROLLER) || (device == Device::ANY)) {
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success_controller = checkAxisInput(input, controller_index, repeat);
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success_controller = checkAxisInput(input, gamepad, repeat);
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if (!success_controller) {
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if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).is_held;
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success_controller = gamepad->bindings.at(INPUT_INDEX).is_held;
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} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).just_pressed;
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success_controller = gamepad->bindings.at(INPUT_INDEX).just_pressed;
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}
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}
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}
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@@ -86,7 +86,7 @@ auto Input::checkAction(Action input, bool repeat, Device device, int controller
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}
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// Comprueba si hay almenos un input activo
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auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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auto Input::checkAnyInput(Device device, std::shared_ptr<Gamepad> gamepad) -> bool {
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// Obtenemos el número total de acciones posibles para iterar sobre ellas.
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const int NUM_ACTIONS = static_cast<int>(Action::SIZE);
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@@ -103,12 +103,12 @@ auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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// --- Comprobación del Mando ---
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// Comprobamos si hay mandos y si el índice solicitado es válido.
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if (gamepad != nullptr) {
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if (device == Device::CONTROLLER || device == Device::ANY) {
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// Bucle CORREGIDO: Iteramos sobre todas las acciones, no sobre el número de mandos.
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// Iteramos sobre todas las acciones, no sobre el número de mandos.
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for (int i = 0; i < NUM_ACTIONS; ++i) {
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// Leemos el estado pre-calculado para el mando y la acción específicos.
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if (controller_bindings_.at(controller_index).at(i).just_pressed) {
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if (gamepad->bindings.at(i).just_pressed) {
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return true; // Se encontró una acción recién pulsada en el mando.
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}
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}
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@@ -119,102 +119,34 @@ auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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return false;
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}
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// Comprueba si hay algún botón pulsado. Devuelve 0 en caso de no encontrar nada o el indice del dispositivo + 1. Se hace así para poder gastar el valor devuelto como un valor "booleano"
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auto Input::checkAnyButton(bool repeat) -> int {
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// Comprueba si hay algún botón pulsado
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auto Input::checkAnyButton(bool repeat) -> bool {
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// Solo comprueba los botones definidos previamente
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for (auto bi : button_inputs_) {
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// Comprueba el teclado
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if (checkAction(bi, repeat, Device::KEYBOARD)) {
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return 1;
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return true;
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}
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// Comprueba los mandos
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for (int i = 0; i < num_gamepads_; ++i) {
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if (checkAction(bi, repeat, Device::CONTROLLER, i)) {
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return i + 1;
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for (auto gamepad : gamepads_) {
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if (checkAction(bi, repeat, Device::CONTROLLER, gamepad)) {
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return true;
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}
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}
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}
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return 0;
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return false;
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}
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// Busca si hay mandos conectados
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/*auto Input::discoverGameControllers() -> bool {
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bool found = false;
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if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: could not load %s file: %s", game_controller_db_path_.c_str(), SDL_GetError());
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}
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// En SDL3, SDL_GetJoysticks devuelve un array de IDs, no un contador
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SDL_JoystickID *joystick_ids = SDL_GetJoysticks(&num_joysticks_);
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num_gamepads_ = 0;
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// Cuenta el número de mandos
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joysticks_.clear();
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for (int i = 0; i < num_joysticks_; ++i) {
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// Usar el ID del joystick, no el índice
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auto *joy = SDL_OpenJoystick(joystick_ids[i]);
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joysticks_.push_back(joy);
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// En SDL3, SDL_IsGamepad toma un SDL_JoystickID, no un índice
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if (SDL_IsGamepad(joystick_ids[i])) {
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num_gamepads_++;
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}
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, ">> LOOKING FOR GAME CONTROLLERS");
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if (num_joysticks_ != num_gamepads_) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Joysticks found: %d", num_joysticks_);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found : %d", num_gamepads_);
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found: %d", num_gamepads_);
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}
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if (num_gamepads_ > 0) {
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found = true;
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// Recorrer los joysticks y abrir solo los que son gamepads
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for (int i = 0; i < num_joysticks_; i++) {
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if (SDL_IsGamepad(joystick_ids[i])) {
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// Abre el mando usando el ID del joystick
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auto *pad = SDL_OpenGamepad(joystick_ids[i]);
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if (pad != nullptr) {
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connected_controllers_.push_back(pad);
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// Obtener el nombre usando el ID del joystick
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const char *name_cstr = SDL_GetGamepadNameForID(joystick_ids[i]);
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std::string name = (name_cstr != nullptr) ? name_cstr : "Unknown Gamepad";
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "#%d: %s", i, name.c_str());
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controller_names_.push_back(name);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to open gamepad %d: %s", joystick_ids[i], SDL_GetError());
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}
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}
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}
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SDL_SetGamepadEventsEnabled(true);
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}
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// Liberar el array de IDs
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if (joystick_ids != nullptr) {
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SDL_free(joystick_ids);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> FINISHED LOOKING FOR GAME CONTROLLERS");
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return found;
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}*/
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// Comprueba si hay algun mando conectado
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auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; }
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auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
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// Obten el nombre de un mando de juego
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auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
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auto Input::getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string { return gamepad == nullptr ? std::string() : gamepad->name; }
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// Obten el número de mandos conectados
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auto Input::getNumControllers() const -> int { return num_gamepads_; }
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auto Input::getNumControllers() const -> int { return gamepads_.size(); }
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// Obtiene el indice del controlador a partir de un event.id
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auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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@@ -226,36 +158,9 @@ auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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return -1;
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}
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// Muestra por consola los controles asignados
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void Input::printBindings(Device device, int controller_index) const {
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if (device == Device::ANY || device == Device::KEYBOARD) {
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return;
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}
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if (device == Device::CONTROLLER) {
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if (controller_index >= num_gamepads_) {
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return;
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}
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// Muestra el nombre del mando
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n%s", controller_names_.at(controller_index).c_str());
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// Muestra los botones asignados
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for (auto bi : button_inputs_) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%s : %d", inputToString(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast<int>(bi)).button);
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}
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}
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}
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// Obtiene el SDL_GamepadButton asignado a un input
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auto Input::getControllerBinding(int controller_index, Action input) const -> SDL_GamepadButton {
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return controller_bindings_[controller_index][static_cast<int>(input)].button;
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}
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// Obtiene el indice a partir del nombre del mando
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auto Input::getIndexByName(const std::string &name) const -> int {
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auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
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return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
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auto Input::getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton {
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return gamepad->bindings.at(static_cast<int>(input)).button;
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}
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// Convierte un InputAction a std::string
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@@ -290,29 +195,29 @@ auto Input::stringToInput(const std::string &name) -> Action {
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}
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// Comprueba el eje del mando
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auto Input::checkAxisInput(Action input, int controller_index, bool repeat) -> bool {
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auto Input::checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool {
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// Umbral para considerar el eje como activo
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bool axis_active_now = false;
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switch (input) {
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case Action::LEFT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
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axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
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break;
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case Action::RIGHT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
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axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
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break;
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case Action::UP:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
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axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
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break;
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case Action::DOWN:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
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axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
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break;
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default:
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return false;
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}
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// Referencia al binding correspondiente
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auto &binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
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auto &binding = gamepad->bindings.at(static_cast<int>(input));
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if (repeat) {
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// Si se permite repetir, simplemente devolvemos el estado actual
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@@ -336,9 +241,10 @@ void Input::initSDLGamePad() {
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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_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_GAMEPAD: INITIALIZING");
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//discoverGameControllers();
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//printConnectedGamepads();
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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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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "** Input System initialized successfully\n");
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}
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}
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@@ -351,8 +257,8 @@ void Input::resetInputStates() {
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key.just_pressed = false;
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}
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// Resetear todos los ControllerBindings.active a false
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for (auto &controller_vec : controller_bindings_) {
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for (auto &binding : controller_vec) {
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for (auto &gamepad : gamepads_) {
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for (auto &binding : gamepad->bindings) {
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binding.is_held = false;
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binding.just_pressed = false;
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}
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@@ -372,13 +278,13 @@ void Input::update() {
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}
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// --- MANDOS ---
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for (int c = 0; c < num_gamepads_; ++c) {
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for (size_t i = 0; i < controller_bindings_[c].size(); ++i) {
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bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button)) != 0;
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for (auto gamepad : gamepads_) {
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for (auto &binding : gamepad->bindings) {
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bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, binding.button)) != 0;
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// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
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controller_bindings_[c][i].just_pressed = button_is_down_now && !controller_bindings_[c][i].is_held;
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controller_bindings_[c][i].is_held = button_is_down_now;
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binding.just_pressed = button_is_down_now && !binding.is_held;
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binding.is_held = button_is_down_now;
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}
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}
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}
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@@ -397,39 +303,38 @@ void Input::handleEvent(const SDL_Event &event) {
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void Input::add_gamepad(int device_index) {
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SDL_Gamepad *pad = SDL_OpenGamepad(device_index);
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if (!pad) {
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std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << "\n";
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std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << std::endl;
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return;
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}
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auto gamepad = std::make_unique<Gamepad>(pad);
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//std::cout << "Gamepad conectado (ID " << gamepad->instance_id << ")\n";
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std::cout << "Gamepad connected (" << gamepad->name << ")\n";
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gamepads.push_back(std::move(gamepad));
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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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gamepads_.push_back(std::move(gamepad));
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}
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void Input::remove_gamepad(SDL_JoystickID id) {
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auto it = std::remove_if(gamepads.begin(), gamepads.end(), [id](const std::unique_ptr<Gamepad> &gamepad) {
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auto it = std::remove_if(gamepads_.begin(), gamepads_.end(), [id](const std::shared_ptr<Gamepad> &gamepad) {
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return gamepad->instance_id == id;
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});
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if (it != gamepads.end()) {
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std::cout << "Gamepad disconnected (" << (*it)->name << ")\n";
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gamepads.erase(it, gamepads.end());
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if (it != gamepads_.end()) {
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std::cout << "Gamepad disconnected (" << (*it)->name << ")" << std::endl;
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gamepads_.erase(it, gamepads_.end());
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} else {
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std::cerr << "No se encontró el gamepad con ID " << id << "\n";
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std::cerr << "No se encontró el gamepad con ID " << id << std::endl;
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}
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}
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void Input::printConnectedGamepads() const {
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if (gamepads.empty()) {
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std::cout << "No hay gamepads conectados.\n";
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if (gamepads_.empty()) {
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std::cout << "No hay gamepads conectados." << std::endl;
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return;
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}
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std::cout << "Gamepads conectados:\n";
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for (const auto& gamepad : gamepads) {
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const char* name = SDL_GetGamepadName(gamepad->pad);
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for (const auto &gamepad : gamepads_) {
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std::string name = gamepad->name == "" ? "Desconocido" : gamepad->name;
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std::cout << " - ID: " << gamepad->instance_id
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<< ", Nombre: " << (name ? name : "Desconocido") << "\n";
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<< ", Nombre: " << name << ")" << std::endl;
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}
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}
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Reference in New Issue
Block a user