657 lines
13 KiB
C++
657 lines
13 KiB
C++
#include "input.h"
|
|
#include <iostream>
|
|
|
|
// Constructor
|
|
Input::Input(std::string file)
|
|
{
|
|
// Inicializa variables
|
|
verbose = false;
|
|
enabled = true;
|
|
|
|
// Fichero gamecontrollerdb.txt
|
|
dbPath = file;
|
|
|
|
// Busca si hay mandos conectados
|
|
discoverGameControllers();
|
|
|
|
// Inicializa las vectores
|
|
keyBindings_t kb;
|
|
kb.scancode = 0;
|
|
kb.active = false;
|
|
keyBindings.resize(input_number_of_inputs, kb);
|
|
|
|
GameControllerBindings_t gcb;
|
|
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
|
|
gcb.active = false;
|
|
gameControllerBindings.resize(numGamepads);
|
|
for (int i = 0; i < numGamepads; ++i)
|
|
{
|
|
gameControllerBindings[i].resize(input_number_of_inputs, gcb);
|
|
}
|
|
|
|
// Listado de los inputs usados para jugar, excluyendo botones para la interfaz
|
|
gameInputs.clear();
|
|
gameInputs.push_back(input_fire_left);
|
|
gameInputs.push_back(input_fire_center);
|
|
gameInputs.push_back(input_fire_right);
|
|
gameInputs.push_back(input_up);
|
|
gameInputs.push_back(input_down);
|
|
gameInputs.push_back(input_left);
|
|
gameInputs.push_back(input_right);
|
|
|
|
// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
|
|
buttonInputs.clear();
|
|
buttonInputs.push_back(input_fire_left);
|
|
buttonInputs.push_back(input_fire_center);
|
|
buttonInputs.push_back(input_fire_right);
|
|
buttonInputs.push_back(input_start);
|
|
}
|
|
|
|
// Actualiza el estado del objeto
|
|
void Input::update()
|
|
{
|
|
if (disabledUntil == d_keyPressed && !checkAnyInput())
|
|
{
|
|
enable();
|
|
}
|
|
}
|
|
|
|
// Asigna inputs a teclas
|
|
void Input::bindKey(inputs_e input, SDL_Scancode code)
|
|
{
|
|
keyBindings[input].scancode = code;
|
|
}
|
|
|
|
// Asigna inputs a botones del mando
|
|
void Input::bindGameControllerButton(int index, inputs_e input, SDL_GameControllerButton button)
|
|
{
|
|
if (index < numGamepads)
|
|
{
|
|
gameControllerBindings[index][input].button = button;
|
|
}
|
|
}
|
|
|
|
// Asigna inputs a botones del mando
|
|
void Input::bindGameControllerButton(int index, inputs_e inputTarget, inputs_e inputSource)
|
|
{
|
|
if (index < numGamepads)
|
|
{
|
|
gameControllerBindings[index][inputTarget].button = gameControllerBindings[index][inputSource].button;
|
|
}
|
|
}
|
|
|
|
// Comprueba si un input esta activo
|
|
bool Input::checkInput(inputs_e input, bool repeat, int device, int index)
|
|
{
|
|
if (!enabled || index >= numGamepads)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool successKeyboard = false;
|
|
bool successGameController = false;
|
|
|
|
if (device == INPUT_USE_ANY)
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
|
{
|
|
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
|
|
|
|
if (repeat)
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] != 0)
|
|
{
|
|
successKeyboard = true;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!keyBindings[input].active)
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] != 0)
|
|
{
|
|
keyBindings[input].active = true;
|
|
successKeyboard = true;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] == 0)
|
|
{
|
|
keyBindings[input].active = false;
|
|
successKeyboard = false;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gameControllerFound())
|
|
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
|
|
{
|
|
successGameController = checkAxisInput(input, index);
|
|
if (!successGameController)
|
|
{
|
|
if (repeat)
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) != 0)
|
|
{
|
|
successGameController = true;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!gameControllerBindings[index][input].active)
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) != 0)
|
|
{
|
|
gameControllerBindings[index][input].active = true;
|
|
successGameController = true;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) == 0)
|
|
{
|
|
gameControllerBindings[index][input].active = false;
|
|
successGameController = false;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return (successKeyboard || successGameController);
|
|
}
|
|
|
|
// Comprueba si un input con modificador esta activo
|
|
bool Input::checkModInput(inputs_e inputMod, inputs_e input, bool repeat, int device, int index)
|
|
{
|
|
if (!enabled || index >= numGamepads || !checkInput(inputMod, INPUT_ALLOW_REPEAT, device, index))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool successKeyboard = false;
|
|
bool successGameController = false;
|
|
|
|
if (device == INPUT_USE_ANY)
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
|
{
|
|
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
|
|
|
|
if (repeat)
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] != 0)
|
|
{
|
|
successKeyboard = true;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!keyBindings[input].active)
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] != 0)
|
|
{
|
|
keyBindings[input].active = true;
|
|
successKeyboard = true;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (keyStates[keyBindings[input].scancode] == 0)
|
|
{
|
|
keyBindings[input].active = false;
|
|
successKeyboard = false;
|
|
}
|
|
else
|
|
{
|
|
successKeyboard = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gameControllerFound() && index < numGamepads)
|
|
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
|
|
{
|
|
successGameController = checkAxisInput(input, index);
|
|
if (!successGameController)
|
|
{
|
|
if (repeat)
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) != 0)
|
|
{
|
|
successGameController = true;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!gameControllerBindings[index][input].active)
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) != 0)
|
|
{
|
|
gameControllerBindings[index][input].active = true;
|
|
successGameController = true;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][input].button) == 0)
|
|
{
|
|
gameControllerBindings[index][input].active = false;
|
|
successGameController = false;
|
|
}
|
|
else
|
|
{
|
|
successGameController = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return (successKeyboard || successGameController);
|
|
}
|
|
|
|
// Comprueba si hay almenos un input activo
|
|
bool Input::checkAnyInput(int device, int index)
|
|
{
|
|
if (device == INPUT_USE_ANY)
|
|
{
|
|
index = 0;
|
|
}
|
|
|
|
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
|
|
{
|
|
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
|
|
|
|
for (int i = 0; i < (int)keyBindings.size(); ++i)
|
|
{
|
|
if (mKeystates[keyBindings[i].scancode] != 0 && !keyBindings[i].active)
|
|
{
|
|
keyBindings[i].active = true;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gameControllerFound())
|
|
{
|
|
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
|
|
{
|
|
for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
|
|
{
|
|
if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[index][i].button) != 0 && !gameControllerBindings[index][i].active)
|
|
{
|
|
gameControllerBindings[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(input_service, INPUT_ALLOW_REPEAT, INPUT_USE_ANY))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Solo comprueba los botones definidos previamente
|
|
for (auto bi : buttonInputs)
|
|
{
|
|
// Comprueba el teclado
|
|
if (checkInput(bi, repeat, INPUT_USE_KEYBOARD))
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
// Comprueba los mandos
|
|
for (int i = 0; i < numGamepads; ++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(dbPath.c_str()) < 0)
|
|
{
|
|
if (verbose)
|
|
{
|
|
std::cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << std::endl;
|
|
}
|
|
}
|
|
|
|
numJoysticks = SDL_NumJoysticks();
|
|
numGamepads = 0;
|
|
|
|
// Cuenta el número de mandos
|
|
joysticks.clear();
|
|
for (int i = 0; i < numJoysticks; ++i)
|
|
{
|
|
SDL_Joystick *joy = SDL_JoystickOpen(i);
|
|
joysticks.push_back(joy);
|
|
if (SDL_IsGameController(i))
|
|
{
|
|
numGamepads++;
|
|
}
|
|
}
|
|
|
|
if (verbose)
|
|
{
|
|
std::cout << "\nChecking for game controllers...\n";
|
|
std::cout << numJoysticks << " joysticks found, " << numGamepads << " are gamepads\n";
|
|
}
|
|
|
|
if (numGamepads > 0)
|
|
{
|
|
found = true;
|
|
|
|
for (int i = 0; i < numGamepads; i++)
|
|
{
|
|
// Abre el mando y lo añade a la lista
|
|
SDL_GameController *pad = SDL_GameControllerOpen(i);
|
|
if (SDL_GameControllerGetAttached(pad) == 1)
|
|
{
|
|
connectedControllers.push_back(pad);
|
|
const std::string separator(" #");
|
|
std::string name = SDL_GameControllerNameForIndex(i);
|
|
// name.resize(25);
|
|
// name = name + separator + std::to_string(i);
|
|
if (verbose)
|
|
{
|
|
std::cout << name << std::endl;
|
|
}
|
|
controllerNames.push_back(name);
|
|
}
|
|
else
|
|
{
|
|
if (verbose)
|
|
{
|
|
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
SDL_GameControllerEventState(SDL_ENABLE);
|
|
}
|
|
|
|
return found;
|
|
}
|
|
|
|
// Comprueba si hay algun mando conectado
|
|
bool Input::gameControllerFound()
|
|
{
|
|
return numGamepads > 0 ? true : false;
|
|
}
|
|
|
|
// Obten el nombre de un mando de juego
|
|
std::string Input::getControllerName(int index)
|
|
{
|
|
return numGamepads > 0 ? controllerNames[index] : "";
|
|
}
|
|
|
|
// Obten el número de mandos conectados
|
|
int Input::getNumControllers()
|
|
{
|
|
return numGamepads;
|
|
}
|
|
|
|
// Establece si ha de mostrar mensajes
|
|
void Input::setVerbose(bool value)
|
|
{
|
|
verbose = value;
|
|
}
|
|
|
|
// Deshabilita las entradas durante un periodo de tiempo
|
|
void Input::disableUntil(i_disable_e value)
|
|
{
|
|
disabledUntil = value;
|
|
enabled = false;
|
|
}
|
|
|
|
// Hablita las entradas
|
|
void Input::enable()
|
|
{
|
|
enabled = true;
|
|
disabledUntil = d_notDisabled;
|
|
}
|
|
|
|
// Obtiene el indice del controlador a partir de un event.id
|
|
int Input::getJoyIndex(int id)
|
|
{
|
|
for (int i = 0; i < numJoysticks; ++i)
|
|
{
|
|
if (SDL_JoystickInstanceID(joysticks[i]) == id)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
// Muestra por consola los controles asignados
|
|
void Input::printBindings(int device, int index)
|
|
{
|
|
if (device == INPUT_USE_ANY || device == INPUT_USE_KEYBOARD)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (device == INPUT_USE_GAMECONTROLLER)
|
|
{
|
|
if (index >= numGamepads)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Muestra el nombre del mando
|
|
std::cout << "\n"
|
|
<< controllerNames[index] << std::endl;
|
|
|
|
// Muestra los botones asignados
|
|
for (auto bi : buttonInputs)
|
|
{
|
|
std::cout << to_string(bi) << " : " << gameControllerBindings[index][bi].button << std::endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Obtiene el SDL_GameControllerButton asignado a un input
|
|
SDL_GameControllerButton Input::getControllerBinding(int index, inputs_e input)
|
|
{
|
|
return gameControllerBindings[index][input].button;
|
|
}
|
|
|
|
// Obtiene el indice a partir del nombre del mando
|
|
int Input::getIndexByName(std::string name)
|
|
{
|
|
for (int i = 0; i < numGamepads; ++i)
|
|
{
|
|
if (controllerNames[i] == name)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
// Convierte un inputs_e a std::string
|
|
std::string Input::to_string(inputs_e input)
|
|
{
|
|
if (input == input_fire_left)
|
|
{
|
|
return "input_fire_left";
|
|
}
|
|
|
|
if (input == input_fire_center)
|
|
{
|
|
return "input_fire_center";
|
|
}
|
|
|
|
if (input == input_fire_right)
|
|
{
|
|
return "input_fire_right";
|
|
}
|
|
|
|
if (input == input_start)
|
|
{
|
|
return "input_start";
|
|
}
|
|
|
|
if (input == input_service)
|
|
{
|
|
return "input_service";
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
// Convierte un std::string a inputs_e
|
|
inputs_e Input::to_inputs_e(std::string name)
|
|
{
|
|
if (name == "input_fire_left")
|
|
{
|
|
return input_fire_left;
|
|
}
|
|
|
|
if (name == "input_fire_center")
|
|
{
|
|
return input_fire_center;
|
|
}
|
|
|
|
if (name == "input_fire_right")
|
|
{
|
|
return input_fire_right;
|
|
}
|
|
|
|
if (name == "input_start")
|
|
{
|
|
return input_start;
|
|
}
|
|
|
|
if (name == "input_service")
|
|
{
|
|
return input_service;
|
|
}
|
|
|
|
return input_null;
|
|
}
|
|
|
|
// Activa todos los inputs. Sirve para evitar inputs sin repeticiones pero que ya vienen pulsados cuando checkInput no estaba monitorizando
|
|
void Input::allActive(int index)
|
|
{
|
|
for (int i = 0; i < (int)buttonInputs.size(); ++i)
|
|
{
|
|
gameControllerBindings[index][i].active = true;
|
|
}
|
|
}
|
|
|
|
// Comprueba el eje del mando
|
|
bool Input::checkAxisInput(inputs_e input, int index)
|
|
{
|
|
bool success = false;
|
|
|
|
switch (input)
|
|
{
|
|
case input_left:
|
|
if (SDL_GameControllerGetAxis(connectedControllers[index], SDL_CONTROLLER_AXIS_LEFTX) < -30000)
|
|
{
|
|
success = true;
|
|
}
|
|
break;
|
|
|
|
case input_right:
|
|
if (SDL_GameControllerGetAxis(connectedControllers[index], SDL_CONTROLLER_AXIS_LEFTX) > 30000)
|
|
{
|
|
success = true;
|
|
}
|
|
break;
|
|
|
|
case input_up:
|
|
if (SDL_GameControllerGetAxis(connectedControllers[index], SDL_CONTROLLER_AXIS_LEFTY) < -30000)
|
|
{
|
|
success = true;
|
|
}
|
|
break;
|
|
|
|
case input_down:
|
|
if (SDL_GameControllerGetAxis(connectedControllers[index], SDL_CONTROLLER_AXIS_LEFTY) > 30000)
|
|
{
|
|
success = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return success;
|
|
} |