191 lines
6.9 KiB
C++
191 lines
6.9 KiB
C++
#pragma once
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#include <external/json.hpp>
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#include <fstream>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "input.h" // Para Input
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// Mapas para convertir entre enums y strings
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std::unordered_map<Input::Action, std::string> actionToString = {
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{Input::Action::FIRE_LEFT, "FIRE_LEFT"},
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{Input::Action::FIRE_CENTER, "FIRE_CENTER"},
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{Input::Action::FIRE_RIGHT, "FIRE_RIGHT"},
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{Input::Action::START, "START"},
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{Input::Action::SERVICE, "SERVICE"}};
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std::unordered_map<std::string, Input::Action> stringToAction = {
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{"FIRE_LEFT", Input::Action::FIRE_LEFT},
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{"FIRE_CENTER", Input::Action::FIRE_CENTER},
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{"FIRE_RIGHT", Input::Action::FIRE_RIGHT},
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{"START", Input::Action::START},
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{"SERVICE", Input::Action::SERVICE}};
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std::unordered_map<SDL_GamepadButton, std::string> buttonToString = {
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{SDL_GAMEPAD_BUTTON_WEST, "WEST"},
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{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"},
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{SDL_GAMEPAD_BUTTON_EAST, "EAST"},
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{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"},
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{SDL_GAMEPAD_BUTTON_START, "START"},
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{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
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{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
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{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"}
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// Añade todos los botones que necesites
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};
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std::unordered_map<std::string, SDL_GamepadButton> stringToButton = {
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{"WEST", SDL_GAMEPAD_BUTTON_WEST},
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{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
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{"EAST", SDL_GAMEPAD_BUTTON_EAST},
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{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
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{"START", SDL_GAMEPAD_BUTTON_START},
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{"BACK", SDL_GAMEPAD_BUTTON_BACK},
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{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
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{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER}
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// Añade todos los botones que necesites
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};
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struct GamepadConfig {
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std::string name; // Nombre del dispositivo
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std::unordered_map<Input::Action, SDL_GamepadButton> bindings; // Asociación acción-botón
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GamepadConfig(std::string name = "")
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: name(name),
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bindings{
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{Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST},
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{Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH},
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{Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST},
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{Input::Action::START, SDL_GAMEPAD_BUTTON_START},
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{Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK}} {}
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// Reasigna un botón a una acción
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void rebindAction(Input::Action 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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class GamepadConfigManager {
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public:
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// Escribir vector de GamepadConfig a archivo JSON
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static bool writeToJson(const std::vector<GamepadConfig>& configs, const std::string& filename) {
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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 gamepadJson;
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gamepadJson["name"] = config.name;
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gamepadJson["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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std::string actionStr = actionToString[action];
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std::string buttonStr = buttonToString[button];
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gamepadJson["bindings"][actionStr] = buttonStr;
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}
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j["gamepads"].push_back(gamepadJson);
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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 bool readFromJson(std::vector<GamepadConfig>& configs, const std::string& filename) {
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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& gamepadJson : j["gamepads"]) {
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if (!gamepadJson.contains("name") || !gamepadJson.contains("bindings")) {
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continue; // Saltar configuraciones malformadas
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}
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GamepadConfig config(gamepadJson["name"]);
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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] : gamepadJson["bindings"].items()) {
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auto actionIt = stringToAction.find(actionStr);
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auto buttonIt = stringToButton.find(buttonStr);
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if (actionIt != stringToAction.end() && buttonIt != stringToButton.end()) {
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config.bindings[actionIt->second] = buttonIt->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 bool fileExists(const std::string& filename) {
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std::ifstream file(filename);
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return file.good();
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}
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};
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/*
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// Ejemplo de uso
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void ejemploUso() {
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std::vector<GamepadConfig> configs;
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// Crear algunas configuraciones de ejemplo
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GamepadConfig config1("Xbox Controller");
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config1.rebindAction(Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_SOUTH);
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GamepadConfig config2("PS4 Controller");
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config2.rebindAction(Input::Action::START, SDL_GAMEPAD_BUTTON_OPTIONS);
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configs.push_back(config1);
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configs.push_back(config2);
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// Escribir a archivo
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if (GamepadConfigManager::writeToJson(configs, "gamepad_config.json")) {
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std::cout << "Configuración guardada exitosamente" << std::endl;
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}
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// Leer desde archivo
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std::vector<GamepadConfig> loadedConfigs;
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if (GamepadConfigManager::readFromJson(loadedConfigs, "gamepad_config.json")) {
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std::cout << "Configuración cargada exitosamente" << std::endl;
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std::cout << "Número de configuraciones: " << loadedConfigs.size() << std::endl;
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}
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}
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*/ |