canvi de pc

This commit is contained in:
2025-07-30 14:03:44 +02:00
parent 12ec55308e
commit dbecd9a22b
10 changed files with 189 additions and 276 deletions

View File

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