Files
coffee_crisis_arcade_edition/source/input.cpp
Sergio 28df97ea94 Pasaeta de "include-what-you-use" per arreglar els includes
Renombrats alguns fitxers per consistencia
2024-09-29 06:24:11 +02:00

688 lines
14 KiB
C++

#include "input.h"
#include <SDL2/SDL.h> // for SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL2/SDL_error.h> // for SDL_GetError
#include <SDL2/SDL_events.h> // for SDL_ENABLE
#include <SDL2/SDL_keyboard.h> // for SDL_GetKeyboardState
#include <iostream> // for basic_ostream, operator<<, cout, basi...
// [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(std::string file)
{
Input::input = new Input(file);
}
// [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(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);
}
// Destructor
Input::~Input()
{
}
// 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)
{
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 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;
}