Files
coffee_crisis_arcade_edition/source/input.h

213 lines
9.5 KiB
C++

#pragma once
#include <SDL3/SDL.h>
#include <iostream>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "gamepad_config_manager.h"
#include "input_types.h"
// Clase Input: gestiona la entrada de teclado y mandos (singleton)
class Input {
public:
// --- Constantes ---
static constexpr bool ALLOW_REPEAT = true;
static constexpr bool DO_NOT_ALLOW_REPEAT = false;
static constexpr bool CHECK_KEYBOARD = true;
static constexpr bool DO_NOT_CHECK_KEYBOARD = false;
// Alias para mantener compatibilidad con el código existente
using Action = InputAction;
// --- 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 {
SDL_GamepadButton 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
ButtonState(SDL_GamepadButton btn = 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<Action, KeyState> 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_0)},
{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_F12)}} {}
};
struct Gamepad {
SDL_Gamepad *pad;
SDL_JoystickID instance_id;
std::string name;
std::string path;
std::unordered_map<Action, ButtonState> 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(SDL_GAMEPAD_BUTTON_DPAD_UP)},
{Action::DOWN, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_DOWN)},
{Action::LEFT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_LEFT)},
{Action::RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)},
// Disparo del jugador
{Action::FIRE_LEFT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{Action::FIRE_CENTER, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)},
{Action::FIRE_RIGHT, ButtonState(SDL_GAMEPAD_BUTTON_EAST)},
// Interfaz
{Action::START, ButtonState(SDL_GAMEPAD_BUTTON_START)},
{Action::SERVICE, ButtonState(SDL_GAMEPAD_BUTTON_BACK)},
// Menu de servicio
{Action::SM_SELECT, ButtonState(SDL_GAMEPAD_BUTTON_WEST)},
{Action::SM_BACK, ButtonState(SDL_GAMEPAD_BUTTON_NORTH)}} {}
~Gamepad() {
if (pad) {
SDL_CloseGamepad(pad);
}
}
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = new_button;
}
};
using Gamepads = std::vector<std::shared_ptr<Gamepad>>;
// --- 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 input, SDL_Scancode code);
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input, SDL_GamepadButton button);
void bindGameControllerButton(std::shared_ptr<Gamepad> gamepad, Action input_target, Action input_source);
// --- Métodos de consulta de entrada ---
void update();
auto checkAction(Action input, bool repeat = true, bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
auto checkAnyInput(bool check_keyboard = true, std::shared_ptr<Gamepad> gamepad = nullptr) -> bool;
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
// --- Métodos de gestión de mandos ---
[[nodiscard]] auto gameControllerFound() const -> bool;
auto getControllerName(std::shared_ptr<Gamepad> gamepad) const -> std::string;
[[nodiscard]] auto getNumGamepads() const -> int;
std::shared_ptr<Gamepad> getGamepad(SDL_JoystickID id) const;
const Gamepads &getGamepads() const { return gamepads_; }
// --- Métodos de consulta y utilidades ---
[[nodiscard]] auto getControllerBinding(std::shared_ptr<Gamepad> gamepad, Action input) const -> SDL_GamepadButton;
[[nodiscard]] static auto inputToString(Action input) -> std::string;
[[nodiscard]] static auto stringToInput(const std::string &name) -> Action;
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates();
// --- Eventos ---
void handleEvent(const SDL_Event &event);
void printConnectedGamepads() const;
//[[nodiscard]] auto getGamepads() const -> const Gamepads & { return gamepads_; }
std::shared_ptr<Gamepad> findAvailableGamepadByName(const std::string &gamepad_name);
void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
private:
// --- Constantes ---
static constexpr Sint16 AXIS_THRESHOLD = 30000;
// --- Variables internas ---
Gamepads gamepads_;
Keyboard keyboard_;
std::vector<Action> button_inputs_;
std::string gamepad_mappings_file_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
// --- Métodos internos ---
void initSDLGamePad();
auto checkAxisInput(Action input, std::shared_ptr<Gamepad> gamepad, bool repeat) -> bool;
void add_gamepad(int device_index);
void remove_gamepad(SDL_JoystickID id);
void addGamepadMappingsFromFile();
void discoverGamepads();
// --- Métodos para integración con GamepadConfigManager ---
void loadGamepadConfigs();
void saveGamepadConfigs();
void applyGamepadConfig(std::shared_ptr<Gamepad> gamepad);
// Métodos auxiliares opcionales
void setGamepadConfigsFile(const std::string &filename);
GamepadConfig *getGamepadConfig(const std::string &gamepadName);
bool removeGamepadConfig(const std::string &gamepadName);
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
~Input() = default;
// --- Singleton ---
static Input *instance;
};