Files
coffee_crisis_arcade_edition/source/input.cpp
Sergio Valor 86cd7b0f16 Ja es pot gastar el teclat com a control independent del primer mando
Ja pot jugar un jugador amb teclat i altre amb mando
Es pot asignar el teclat a qualsevol dels dos jugadors
Continua podentse gastar mando i teclat a l'hora per al mateix jugador
2024-11-03 11:07:58 +01:00

420 lines
12 KiB
C++

#include "input.h"
#include <SDL2/SDL.h> // para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL2/SDL_error.h> // para SDL_GetError
#include <SDL2/SDL_events.h> // para SDL_ENABLE
#include <SDL2/SDL_keyboard.h> // para SDL_GetKeyboardState
#include <iostream> // para basic_ostream, operator<<, cout, basi...
#include <unordered_map>
#include <algorithm>
// [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(const std::string &game_controller_db_path)
{
Input::input_ = new Input(game_controller_db_path);
}
// [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(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>(InputType::NUMBER_OF_INPUTS), KeyBindings());
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputType::NUMBER_OF_INPUTS), ControllerBindings()));
// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
button_inputs_ = {InputType::FIRE_LEFT, InputType::FIRE_CENTER, InputType::FIRE_RIGHT, InputType::START};
}
// Asigna inputs a teclas
void Input::bindKey(InputType 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, InputType input, SDL_GameControllerButton 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, InputType input_target, InputType 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(InputType 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 Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
if (repeat)
{
if (keyStates[key_bindings_[input_index].scancode] != 0)
{
success_keyboard = true;
}
else
{
success_keyboard = false;
}
}
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;
}
else
{
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);
if (!success_controller)
{
if (repeat)
{
if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0)
{
success_controller = true;
}
else
{
success_controller = false;
}
}
else
{
if (!controller_bindings_[controller_index][input_index].active)
{
if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) != 0)
{
controller_bindings_[controller_index][input_index].active = true;
success_controller = true;
}
else
{
success_controller = false;
}
}
else
{
if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][input_index].button) == 0)
{
controller_bindings_[controller_index][input_index].active = false;
success_controller = false;
}
else
{
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::ANY)
{
controller_index = 0;
}
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
{
const Uint8 *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_GameControllerGetButton(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(InputType::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_GAMECONTROLLER) != 1)
{
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0)
{
std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
}
num_joysticks_ = SDL_NumJoysticks();
num_gamepads_ = 0;
// Cuenta el número de mandos
joysticks_.clear();
for (int i = 0; i < num_joysticks_; ++i)
{
auto joy = SDL_JoystickOpen(i);
joysticks_.push_back(joy);
if (SDL_IsGameController(i))
{
num_gamepads_++;
}
}
std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl;
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_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connected_controllers_.push_back(pad);
const std::string name = SDL_GameControllerNameForIndex(i);
std::cout << "#" << i << ": " << name << std::endl;
controller_names_.push_back(name);
}
else
{
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
SDL_GameControllerEventState(SDL_ENABLE);
}
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(int id) const
{
for (int i = 0; i < num_joysticks_; ++i)
{
if (SDL_JoystickInstanceID(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_GameControllerButton asignado a un input
SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputType 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 InputType a std::string
std::string Input::to_string(InputType input) const
{
switch (input)
{
case InputType::FIRE_LEFT:
return "input_fire_left";
case InputType::FIRE_CENTER:
return "input_fire_center";
case InputType::FIRE_RIGHT:
return "input_fire_right";
case InputType::START:
return "input_start";
case InputType::SERVICE:
return "input_service";
default:
return "";
}
}
// Convierte un std::string a InputType
InputType Input::to_inputs_e(const std::string &name) const
{
static const std::unordered_map<std::string, InputType> inputMap = {
{"input_fire_left", InputType::FIRE_LEFT},
{"input_fire_center", InputType::FIRE_CENTER},
{"input_fire_right", InputType::FIRE_RIGHT},
{"input_start", InputType::START},
{"input_service", InputType::SERVICE}};
auto it = inputMap.find(name);
return it != inputMap.end() ? it->second : InputType::NONE;
}
// Comprueba el eje del mando
bool Input::checkAxisInput(InputType input, int controller_index) const
{
switch (input)
{
case InputType::LEFT:
return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -30000;
case InputType::RIGHT:
return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > 30000;
case InputType::UP:
return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -30000;
case InputType::DOWN:
return SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > 30000;
default:
return false;
}
}
// Establece el indice de mando que usará el teclado
void Input::setKeyboardIndex(int index)
{
keyboard_index_ = index;
}