433 lines
12 KiB
C++
433 lines
12 KiB
C++
#include "input.h"
|
|
#include <SDL3/SDL_error.h> // Para SDL_GetError
|
|
#include <SDL3/SDL_init.h> // Para SDL_INIT_GAMEPAD, SDL_InitSubSystem
|
|
#include <SDL3/SDL_keyboard.h> // Para SDL_GetKeyboardState
|
|
#include <algorithm> // Para find
|
|
#include <iostream> // Para basic_ostream, operator<<, basic_ostr...
|
|
#include <iterator> // Para distance
|
|
#include <unordered_map> // Para unordered_map, operator==, _Node_cons...
|
|
#include <utility> // 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)
|
|
{
|
|
// Busca si hay mandos conectados
|
|
discoverGameControllers();
|
|
|
|
// Inicializa los vectores
|
|
key_bindings_.resize(static_cast<int>(InputAction::SIZE), KeyBindings());
|
|
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(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<int>(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<int>(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<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(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<int>(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_WasInit(SDL_INIT_GAMEPAD) != 1)
|
|
{
|
|
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
|
|
}
|
|
|
|
if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0)
|
|
{
|
|
std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
|
|
}
|
|
|
|
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_++;
|
|
}
|
|
}
|
|
|
|
std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl;
|
|
if (num_joysticks_ != num_gamepads_)
|
|
{
|
|
std::cout << "Joysticks found: " << num_joysticks_ << std::endl;
|
|
std::cout << "Gamepads found : " << num_gamepads_ << std::endl;
|
|
}
|
|
else
|
|
{
|
|
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_OpenGamepad(i);
|
|
if (SDL_GamepadConnected(pad) == 1)
|
|
{
|
|
connected_controllers_.push_back(pad);
|
|
const std::string name = SDL_GetGamepadNameForID(i);
|
|
std::cout << "#" << i << ": " << name << std::endl;
|
|
controller_names_.push_back(name);
|
|
}
|
|
else
|
|
{
|
|
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
|
|
}
|
|
}
|
|
|
|
SDL_SetGamepadEventsEnabled(true);
|
|
}
|
|
|
|
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(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
|
|
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<int>(bi)).button << std::endl;
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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<int>(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<std::string, InputAction> 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<int>(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;
|
|
}
|
|
} |