#include "input.h" #include // Para SDL_GetError #include // Para SDL_INIT_GAMEPAD, SDL_InitSubSystem #include // Para SDL_GetKeyboardState #include // Para SDL_LogInfo, SDL_LogCategory, SDL_Log... #include // Para find #include // Para distance #include // Para unordered_map, operator==, _Node_cons... #include // Para pair // [SINGLETON] Input *Input::input_ = nullptr; // [SINGLETON] Crearemos el objeto con esta función estática void Input::init(const std::string &game_controller_db_path) { Input::input_ = new Input(game_controller_db_path); } // [SINGLETON] Destruiremos el objeto con esta función estática void Input::destroy() { delete Input::input_; } // [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él Input *Input::get() { return Input::input_; } // Constructor Input::Input(const std::string &game_controller_db_path) : game_controller_db_path_(game_controller_db_path) { // Inicializa el subsistema SDL_INIT_GAMEPAD initSDL(); // Inicializa los vectores key_bindings_.resize(static_cast(InputAction::SIZE), KeyBindings()); controller_bindings_.resize(num_gamepads_, std::vector(static_cast(InputAction::SIZE), ControllerBindings())); // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas button_inputs_ = {InputAction::FIRE_LEFT, InputAction::FIRE_CENTER, InputAction::FIRE_RIGHT, InputAction::START}; } // Asigna inputs a teclas void Input::bindKey(InputAction input, SDL_Scancode code) { key_bindings_.at(static_cast(input)).scancode = code; } // Asigna inputs a botones del mando void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GamepadButton button) { if (controller_index < num_gamepads_) { controller_bindings_.at(controller_index).at(static_cast(input)).button = button; } } // Asigna inputs a botones del mando void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source) { if (controller_index < num_gamepads_) { controller_bindings_.at(controller_index).at(static_cast(input_target)).button = controller_bindings_.at(controller_index).at(static_cast(input_source)).button; } } // Comprueba si un input esta activo bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index) { bool success_keyboard = false; bool success_controller = false; const int input_index = static_cast(input); if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const bool *keyStates = SDL_GetKeyboardState(nullptr); if (repeat) { success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0; } else { if (!key_bindings_[input_index].active) { if (keyStates[key_bindings_[input_index].scancode] != 0) { key_bindings_[input_index].active = true; success_keyboard = true; } else { success_keyboard = false; } } else { if (keyStates[key_bindings_[input_index].scancode] == 0) { key_bindings_[input_index].active = false; } success_keyboard = false; } } } if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) { if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY)) { success_controller = checkAxisInput(input, controller_index, repeat); if (!success_controller) { if (repeat) { success_controller = SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0; } else { if (!controller_bindings_.at(controller_index).at(input_index).active) { if (SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0) { controller_bindings_.at(controller_index).at(input_index).active = true; success_controller = true; } else { success_controller = false; } } else { if (SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0) { controller_bindings_.at(controller_index).at(input_index).active = false; } success_controller = false; } } } } } return (success_keyboard || success_controller); } // Comprueba si hay almenos un input activo bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) { if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const bool *mKeystates = SDL_GetKeyboardState(nullptr); for (int i = 0; i < (int)key_bindings_.size(); ++i) { if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) { key_bindings_[i].active = true; return true; } } } if (gameControllerFound()) { if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) { for (int i = 0; i < (int)controller_bindings_.size(); ++i) { if (SDL_GetGamepadButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button) != 0 && !controller_bindings_[controller_index][i].active) { controller_bindings_[controller_index][i].active = true; return true; } } } } 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" int Input::checkAnyButtonPressed(bool repeat) { // Si está pulsado el botón de servicio, ningún botón se puede considerar pulsado if (checkInput(InputAction::SERVICE, INPUT_ALLOW_REPEAT, InputDeviceToUse::ANY)) { return 0; } // Solo comprueba los botones definidos previamente for (auto bi : button_inputs_) { // Comprueba el teclado if (checkInput(bi, repeat, InputDeviceToUse::KEYBOARD)) { return 1; } // Comprueba los mandos for (int i = 0; i < num_gamepads_; ++i) { if (checkInput(bi, repeat, InputDeviceToUse::CONTROLLER, i)) { return i + 1; } } } return 0; } // Busca si hay mandos conectados bool Input::discoverGameControllers() { 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()); } SDL_GetJoysticks(&num_joysticks_); num_gamepads_ = 0; // Cuenta el número de mandos joysticks_.clear(); for (int i = 0; i < num_joysticks_; ++i) { auto joy = SDL_OpenJoystick(i); joysticks_.push_back(joy); if (SDL_IsGamepad(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; for (int i = 0; i < num_gamepads_; i++) { // Abre el mando y lo añade a la lista auto pad = SDL_OpenGamepad(i); if (SDL_GamepadConnected(pad) == 1) { connected_controllers_.push_back(pad); const std::string name = SDL_GetGamepadNameForID(i); SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "#%d: %s", i, name.c_str()); controller_names_.push_back(name); } else { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GetError() = %s", SDL_GetError()); } } SDL_SetGamepadEventsEnabled(true); } SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> FINISHED LOOKING FOR GAME CONTROLLERS"); return found; } // Comprueba si hay algun mando conectado bool Input::gameControllerFound() { return num_gamepads_ > 0 ? true : false; } // Obten el nombre de un mando de juego std::string Input::getControllerName(int controller_index) const { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); } // Obten el número de mandos conectados int Input::getNumControllers() const { return num_gamepads_; } // Obtiene el indice del controlador a partir de un event.id int Input::getJoyIndex(SDL_JoystickID id) const { for (int i = 0; i < num_joysticks_; ++i) { if (SDL_GetJoystickID(joysticks_[i]) == id) { return i; } } return -1; } // Muestra por consola los controles asignados void Input::printBindings(InputDeviceToUse device, int controller_index) const { if (device == InputDeviceToUse::ANY || device == InputDeviceToUse::KEYBOARD) { return; } if (device == InputDeviceToUse::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", to_string(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast(bi)).button); } } } // Obtiene el SDL_GamepadButton asignado a un input SDL_GamepadButton Input::getControllerBinding(int controller_index, InputAction input) const { return controller_bindings_[controller_index][static_cast(input)].button; } // Obtiene el indice a partir del nombre del mando int Input::getIndexByName(const std::string &name) const { auto it = std::find(controller_names_.begin(), controller_names_.end(), name); return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1; } // Convierte un InputAction a std::string std::string Input::to_string(InputAction input) const { switch (input) { case InputAction::FIRE_LEFT: return "input_fire_left"; case InputAction::FIRE_CENTER: return "input_fire_center"; case InputAction::FIRE_RIGHT: return "input_fire_right"; case InputAction::START: return "input_start"; case InputAction::SERVICE: return "input_service"; default: return ""; } } // Convierte un std::string a InputAction InputAction Input::to_inputs_e(const std::string &name) const { static const std::unordered_map inputMap = { {"input_fire_left", InputAction::FIRE_LEFT}, {"input_fire_center", InputAction::FIRE_CENTER}, {"input_fire_right", InputAction::FIRE_RIGHT}, {"input_start", InputAction::START}, {"input_service", InputAction::SERVICE}}; auto it = inputMap.find(name); return it != inputMap.end() ? it->second : InputAction::NONE; } // Comprueba el eje del mando bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat) { // Umbral para considerar el eje como activo const Sint16 threshold = 30000; bool axis_active_now = false; switch (input) { case InputAction::LEFT: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -threshold; break; case InputAction::RIGHT: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > threshold; break; case InputAction::UP: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -threshold; break; case InputAction::DOWN: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > threshold; break; default: return false; } // Referencia al binding correspondiente auto &binding = controller_bindings_.at(controller_index).at(static_cast(input)); if (repeat) { // Si se permite repetir, simplemente devolvemos el estado actual return axis_active_now; } else { // Si no se permite repetir, aplicamos la lógica de transición if (axis_active_now && !binding.axis_active) { // Transición de inactivo a activo binding.axis_active = true; return true; } else if (!axis_active_now && binding.axis_active) { // Transición de activo a inactivo binding.axis_active = false; } // Mantener el estado actual return false; } } void Input::initSDL() { 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_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_GAMEPAD: INITIALIZING"); discoverGameControllers(); SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_GAMEPAD: INITIALIZATION COMPLETE\n"); } } }