#pragma once #include // Para SDL_Scancode, SDL_GamepadButton, SDL_JoystickID, SDL_CloseGamepad, SDL_Gamepad, SDL_GetGamepadJoystick, SDL_GetGamepadName, SDL_GetGamepadPath, SDL_GetJoystickID, Sint16, Uint8, SDL_Event #include // Para array #include // Para shared_ptr #include // Para string, basic_string #include // Para unordered_map #include // Para pair #include // Para vector #include "gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs #include "input_types.hpp" // for InputAction // --- Clase Input: gestiona la entrada de teclado y mandos (singleton) --- class Input { public: // --- Constantes --- static constexpr bool ALLOW_REPEAT = true; // Permite repetición static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón // --- Tipos --- using Action = InputAction; // Alias para mantener compatibilidad // --- Estructuras --- struct KeyState { Uint8 scancode; // Scancode asociado bool is_held; // Está pulsada ahora mismo bool just_pressed; // Se acaba de pulsar en este fotograma KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false) : scancode(scancode), is_held(is_held), just_pressed(just_pressed) {} }; struct ButtonState { int button; // GameControllerButton asociado bool is_held; // Está pulsada ahora mismo bool just_pressed; // Se acaba de pulsar en este fotograma bool axis_active; // Estado del eje bool trigger_active{false}; // Estado del trigger como botón digital ButtonState(int btn = static_cast(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false) : button(btn), is_held(is_held), just_pressed(just_pressed), axis_active(axis_act) {} }; struct Keyboard { std::unordered_map bindings; Keyboard() : bindings{ // Movimiento del jugador {Action::UP, KeyState(SDL_SCANCODE_UP)}, {Action::DOWN, KeyState(SDL_SCANCODE_DOWN)}, {Action::LEFT, KeyState(SDL_SCANCODE_LEFT)}, {Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)}, // Disparo del jugador {Action::FIRE_LEFT, KeyState(SDL_SCANCODE_Q)}, {Action::FIRE_CENTER, KeyState(SDL_SCANCODE_W)}, {Action::FIRE_RIGHT, KeyState(SDL_SCANCODE_E)}, // Interfaz {Action::START, KeyState(SDL_SCANCODE_RETURN)}, // Menu de servicio {Action::SERVICE, KeyState(SDL_SCANCODE_F12)}, {Action::SM_SELECT, KeyState(SDL_SCANCODE_RETURN)}, {Action::SM_BACK, KeyState(SDL_SCANCODE_BACKSPACE)}, // Control del programa {Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)}, {Action::PAUSE, KeyState(SDL_SCANCODE_P)}, {Action::BACK, KeyState(SDL_SCANCODE_BACKSPACE)}, {Action::WINDOW_DEC_SIZE, KeyState(SDL_SCANCODE_F1)}, {Action::WINDOW_INC_SIZE, KeyState(SDL_SCANCODE_F2)}, {Action::WINDOW_FULLSCREEN, KeyState(SDL_SCANCODE_F3)}, {Action::TOGGLE_VIDEO_SHADERS, KeyState(SDL_SCANCODE_F4)}, {Action::TOGGLE_VIDEO_INTEGER_SCALE, KeyState(SDL_SCANCODE_F5)}, {Action::TOGGLE_VIDEO_VSYNC, KeyState(SDL_SCANCODE_F6)}, {Action::TOGGLE_AUDIO, KeyState(SDL_SCANCODE_F7)}, {Action::TOGGLE_AUTO_FIRE, KeyState(SDL_SCANCODE_F8)}, {Action::CHANGE_LANG, KeyState(SDL_SCANCODE_F9)}, {Action::RESET, KeyState(SDL_SCANCODE_F10)}, {Action::SHOW_INFO, KeyState(SDL_SCANCODE_F11)}} {} }; struct Gamepad { SDL_Gamepad* pad; SDL_JoystickID instance_id; std::string name; std::string path; std::unordered_map bindings; Gamepad(SDL_Gamepad* gamepad) : pad(gamepad), instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))), name(std::string(SDL_GetGamepadName(gamepad))), path(std::string(SDL_GetGamepadPath(pad))), bindings{ // Movimiento del jugador {Action::UP, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_DPAD_UP))}, {Action::DOWN, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_DPAD_DOWN))}, {Action::LEFT, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_DPAD_LEFT))}, {Action::RIGHT, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_DPAD_RIGHT))}, // Disparo del jugador {Action::FIRE_LEFT, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_WEST))}, {Action::FIRE_CENTER, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_NORTH))}, {Action::FIRE_RIGHT, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_EAST))}, // Interfaz {Action::START, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_START))}, {Action::SERVICE, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_BACK))}, // Menu de servicio {Action::SM_SELECT, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_WEST))}, {Action::SM_BACK, ButtonState(static_cast(SDL_GAMEPAD_BUTTON_NORTH))}} {} ~Gamepad() { if (pad != nullptr) { SDL_CloseGamepad(pad); } } // Reasigna un botón a una acción void rebindAction(Action action, SDL_GamepadButton new_button) { bindings[action] = static_cast(new_button); } }; // --- Tipos --- using Gamepads = std::vector>; // Vector de gamepads // --- Métodos de singleton --- 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 action, SDL_Scancode code); static void bindGameControllerButton(const std::shared_ptr& gamepad, Action action, SDL_GamepadButton button); static void bindGameControllerButton(const std::shared_ptr& gamepad, Action action_target, Action action_source); // --- Métodos de consulta de entrada --- void update(); auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr& gamepad = nullptr) -> bool; auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr& gamepad = nullptr) -> bool; auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool; // --- Métodos de gestión de mandos --- [[nodiscard]] auto gameControllerFound() const -> bool; static auto getControllerName(const std::shared_ptr& gamepad) -> std::string; auto getControllerNames() const -> std::vector; [[nodiscard]] auto getNumGamepads() const -> int; auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr; auto getGamepadByName(const std::string& name) const -> std::shared_ptr; auto getGamepads() const -> const Gamepads& { return gamepads_; } // --- Métodos de consulta y utilidades --- [[nodiscard]] static auto getControllerBinding(const std::shared_ptr& gamepad, Action action) -> SDL_GamepadButton; [[nodiscard]] static auto inputToString(Action action) -> std::string; [[nodiscard]] static auto stringToInput(const std::string& name) -> Action; // --- Métodos de reseteo de estado de entrada --- void resetInputStates(); // --- Eventos --- auto handleEvent(const SDL_Event& event) -> std::string; void printConnectedGamepads() const; auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr; void saveGamepadConfigFromGamepad(std::shared_ptr gamepad); private: // --- Constantes --- static constexpr Sint16 AXIS_THRESHOLD = 30000; static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (aproximadamente 50% del rango) static constexpr std::array BUTTON_INPUTS = {Action::FIRE_LEFT, Action::FIRE_CENTER, Action::FIRE_RIGHT, Action::START}; // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas // --- Variables internas --- Gamepads gamepads_; Keyboard keyboard_; std::string gamepad_mappings_file_; std::string gamepad_configs_file_; GamepadConfigs gamepad_configs_; // --- Métodos internos --- void initSDLGamePad(); static auto checkAxisInput(Action action, const std::shared_ptr& gamepad, bool repeat) -> bool; static auto checkTriggerInput(Action action, const std::shared_ptr& gamepad, bool repeat) -> bool; auto addGamepad(int device_index) -> std::string; auto removeGamepad(SDL_JoystickID id) -> std::string; void addGamepadMappingsFromFile(); void discoverGamepads(); // --- Métodos para integración con GamepadConfigManager --- void loadGamepadConfigs(); void saveGamepadConfigs(); void applyGamepadConfig(std::shared_ptr gamepad); // Métodos auxiliares opcionales void setGamepadConfigsFile(const std::string& filename); auto getGamepadConfig(const std::string& gamepad_name) -> GamepadConfig*; auto removeGamepadConfig(const std::string& gamepad_name) -> bool; // --- Constructor y destructor --- explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file); ~Input() = default; // --- Singleton --- static Input* instance; };