#include "input.h" #include // para SDL_INIT_GAMECONTROLLER, SDL_InitSubS... #include // para SDL_GetError #include // para SDL_ENABLE #include // para SDL_GetKeyboardState #include // para basic_ostream, operator<<, cout, basi... #include #include // [SINGLETON] Hay que definir las variables estáticas, desde el .h sólo la hemos declarado Input *Input::input_ = nullptr; // [SINGLETON] Crearemos el objeto input 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 input con esta función estática void Input::destroy() { delete Input::input_; } // [SINGLETON] Con este método obtenemos el objeto input 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) { // Busca si hay mandos conectados discoverGameControllers(); // Inicializa los vectores key_bindings_.resize(static_cast(InputType::NUMBER_OF_INPUTS), KeyBindings()); controller_bindings_.resize(num_gamepads_, std::vector(static_cast(InputType::NUMBER_OF_INPUTS), ControllerBindings())); // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas button_inputs_ = {InputType::FIRE_LEFT, InputType::FIRE_CENTER, InputType::FIRE_RIGHT, InputType::START}; } // Asigna inputs a teclas void Input::bindKey(InputType input, SDL_Scancode code) { key_bindings_.at(static_cast(input)).scancode = code; } // Asigna inputs a botones del mando void Input::bindGameControllerButton(int controller_index, InputType input, SDL_GameControllerButton 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, InputType input_target, InputType 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(InputType input, bool repeat, int device, int controller_index) { bool success_keyboard = false; bool success_controller = false; const int input_index = static_cast(input); if (device == INPUT_USE_ANY) { controller_index = 0; } if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) { const Uint8 *keyStates = SDL_GetKeyboardState(nullptr); if (repeat) { if (keyStates[key_bindings_[input_index].scancode] != 0) { success_keyboard = true; } else { success_keyboard = false; } } 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; } else { success_keyboard = false; } } } } if (gameControllerFound() && controller_index < num_gamepads_) if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) { success_controller = checkAxisInput(input, controller_index); if (!success_controller) { if (repeat) { if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0) { success_controller = true; } else { success_controller = false; } } else { if (!controller_bindings_[controller_index][input_index].active) { if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0) { controller_bindings_[controller_index][input_index].active = true; success_controller = true; } else { success_controller = false; } } else { if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) == 0) { controller_bindings_[controller_index][input_index].active = false; success_controller = false; } else { success_controller = false; } } } } } return (success_keyboard || success_controller); } // Comprueba si hay almenos un input activo bool Input::checkAnyInput(int device, int controller_index) { if (device == INPUT_USE_ANY) { controller_index = 0; } if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY) { const Uint8 *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 == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY) { for (int i = 0; i < (int)controller_bindings_.size(); ++i) { if (SDL_GameControllerGetButton(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(InputType::SERVICE, INPUT_ALLOW_REPEAT, INPUT_USE_ANY)) { return 0; } // Solo comprueba los botones definidos previamente for (auto bi : button_inputs_) { // Comprueba el teclado if (checkInput(bi, repeat, INPUT_USE_KEYBOARD)) { return 1; } // Comprueba los mandos for (int i = 0; i < num_gamepads_; ++i) { if (checkInput(bi, repeat, INPUT_USE_GAMECONTROLLER, i)) { return i + 1; } } } return 0; } // Busca si hay mandos conectados bool Input::discoverGameControllers() { bool found = false; if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) { SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); } if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0) { std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl; } num_joysticks_ = SDL_NumJoysticks(); num_gamepads_ = 0; // Cuenta el número de mandos joysticks_.clear(); for (int i = 0; i < num_joysticks_; ++i) { auto joy = SDL_JoystickOpen(i); joysticks_.push_back(joy); if (SDL_IsGameController(i)) { num_gamepads_++; } } std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl; std::cout << "Gamepads found: " << num_gamepads_ << std::endl; 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_GameControllerOpen(i); if (SDL_GameControllerGetAttached(pad) == 1) { connected_controllers_.push_back(pad); const std::string name = SDL_GameControllerNameForIndex(i); std::cout << "#" << i << ": " << name << std::endl; controller_names_.push_back(name); } else { std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl; } } SDL_GameControllerEventState(SDL_ENABLE); } std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl; 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(int id) const { for (int i = 0; i < num_joysticks_; ++i) { if (SDL_JoystickInstanceID(joysticks_[i]) == id) { return i; } } return -1; } // Muestra por consola los controles asignados void Input::printBindings(int device, int controller_index) const { if (device == INPUT_USE_ANY || device == INPUT_USE_KEYBOARD) { return; } if (device == INPUT_USE_GAMECONTROLLER) { if (controller_index >= num_gamepads_) { return; } // Muestra el nombre del mando std::cout << "\n" + controller_names_.at(controller_index) << std::endl; // Muestra los botones asignados for (auto bi : button_inputs_) { std::cout << to_string(bi) << " : " << controller_bindings_.at(controller_index).at(static_cast(bi)).button << std::endl; } } } // Obtiene el SDL_GameControllerButton asignado a un input SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputType 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 InputType a std::string std::string Input::to_string(InputType input) const { switch (input) { case InputType::FIRE_LEFT: return "input_fire_left"; case InputType::FIRE_CENTER: return "input_fire_center"; case InputType::FIRE_RIGHT: return "input_fire_right"; case InputType::START: return "input_start"; case InputType::SERVICE: return "input_service"; default: return ""; } } // Convierte un std::string a InputType InputType Input::to_inputs_e(const std::string &name) const { static const std::unordered_map inputMap = { {"input_fire_left", InputType::FIRE_LEFT}, {"input_fire_center", InputType::FIRE_CENTER}, {"input_fire_right", InputType::FIRE_RIGHT}, {"input_start", InputType::START}, {"input_service", InputType::SERVICE}}; auto it = inputMap.find(name); return it != inputMap.end() ? it->second : InputType::NONE; } // Comprueba el eje del mando bool Input::checkAxisInput(InputType input, int controller_index) const { switch (input) { case InputType::LEFT: return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -30000; case InputType::RIGHT: return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > 30000; case InputType::UP: return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -30000; case InputType::DOWN: return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > 30000; default: return false; } }