133 lines
5.1 KiB
C++
133 lines
5.1 KiB
C++
#pragma once
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#include <fstream>
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include <vector>
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#include "external/json.hpp"
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#include "input_types.h" // Solo incluimos los tipos compartidos
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struct GamepadConfig {
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std::string name; // Nombre del dispositivo
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std::string path; // Ruta física del dispositivo
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std::unordered_map<InputAction, SDL_GamepadButton> bindings; // Asociación acción-botón
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GamepadConfig(std::string name, std::string path)
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: name(std::move(name)),
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path(std::move(path)),
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bindings{
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{InputAction::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST},
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{InputAction::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH},
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{InputAction::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST},
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{InputAction::START, SDL_GAMEPAD_BUTTON_START},
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{InputAction::SERVICE, SDL_GAMEPAD_BUTTON_BACK}} {}
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// Reasigna un botón a una acción
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void rebindAction(InputAction action, SDL_GamepadButton new_button) {
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bindings[action] = new_button;
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}
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};
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using GamepadConfigs = std::vector<GamepadConfig>;
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class GamepadConfigManager {
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public:
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// Escribir vector de GamepadConfig a archivo JSON
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static auto writeToJson(const GamepadConfigs& configs, const std::string& filename) -> bool {
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try {
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nlohmann::json j;
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j["gamepads"] = nlohmann::json::array();
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for (const auto& config : configs) {
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nlohmann::json gamepad_json;
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gamepad_json["name"] = config.name;
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gamepad_json["path"] = config.path;
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gamepad_json["bindings"] = nlohmann::json::object();
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// Convertir bindings a JSON
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for (const auto& [action, button] : config.bindings) {
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auto action_it = ACTION_TO_STRING.find(action);
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auto button_it = BUTTON_TO_STRING.find(button);
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if (action_it != ACTION_TO_STRING.end() && button_it != BUTTON_TO_STRING.end()) {
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gamepad_json["bindings"][action_it->second] = button_it->second;
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}
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}
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j["gamepads"].push_back(gamepad_json);
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}
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// Escribir al archivo
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std::ofstream file(filename);
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if (!file.is_open()) {
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return false;
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}
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file << j.dump(4); // Formato con indentación de 4 espacios
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file.close();
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return true;
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} catch (const std::exception& e) {
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// Log del error si tienes sistema de logging
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return false;
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}
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}
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// Leer vector de GamepadConfig desde archivo JSON
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static auto readFromJson(GamepadConfigs& configs, const std::string& filename) -> bool {
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try {
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std::ifstream file(filename);
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if (!file.is_open()) {
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return false;
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}
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nlohmann::json j;
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file >> j;
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file.close();
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configs.clear();
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if (!j.contains("gamepads") || !j["gamepads"].is_array()) {
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return false;
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}
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for (const auto& gamepad_json : j["gamepads"]) {
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if (!gamepad_json.contains("name") || !gamepad_json.contains("bindings")) {
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continue; // Saltar configuraciones malformadas
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}
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// Leer el campo path si existe, si no dejarlo vacío
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std::string path = gamepad_json.contains("path") ? gamepad_json["path"].get<std::string>() : "";
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GamepadConfig config(gamepad_json["name"], path);
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// Limpiar bindings por defecto para cargar los del archivo
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config.bindings.clear();
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// Cargar bindings desde JSON
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for (const auto& [actionStr, buttonStr] : gamepad_json["bindings"].items()) {
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auto action_it = STRING_TO_ACTION.find(actionStr);
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auto button_it = STRING_TO_BUTTON.find(buttonStr);
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if (action_it != STRING_TO_ACTION.end() && button_it != STRING_TO_BUTTON.end()) {
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config.bindings[action_it->second] = button_it->second;
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}
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}
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configs.push_back(config);
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}
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return true;
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} catch (const std::exception& e) {
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// Log del error si tienes sistema de logging
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return false;
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}
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}
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// Método auxiliar para verificar si un archivo existe
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static auto fileExists(const std::string& filename) -> bool {
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std::ifstream file(filename);
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return file.good();
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}
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}; |