403 lines
16 KiB
C++
403 lines
16 KiB
C++
#include "input.h"
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#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_GetGamepa...
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#include <algorithm> // Para find
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#include <cstddef> // Para size_t
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#include <iterator> // Para distance
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#include <unordered_map> // Para unordered_map, _Node_const_iterator, operat...
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#include <utility> // Para pair
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// Singleton
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Input *Input::instance = nullptr;
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// Inicializa la instancia única del singleton
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void Input::init(const std::string &game_controller_db_path) { Input::instance = new Input(game_controller_db_path); }
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// Libera la instancia
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void Input::destroy() { delete Input::instance; }
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// Obtiene la instancia
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auto Input::get() -> Input * { return Input::instance; }
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// Constructor
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Input::Input(std::string game_controller_db_path)
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: game_controller_db_path_(std::move(game_controller_db_path)) {
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// Inicializa el subsistema SDL_INIT_GAMEPAD
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initSDLGamePad();
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// Inicializa los vectores
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key_bindings_.resize(static_cast<int>(Action::SIZE), KeyBindings());
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controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(Action::SIZE), ControllerBindings()));
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// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
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button_inputs_ = {Action::FIRE_LEFT, Action::FIRE_CENTER, Action::FIRE_RIGHT, Action::START};
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}
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// Asigna inputs a teclas
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void Input::bindKey(Action input, SDL_Scancode code) {
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key_bindings_.at(static_cast<int>(input)).scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input, SDL_GamepadButton button) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, Action input_target, Action input_source) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
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}
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}
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// Comprueba si un input esta activo
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auto Input::checkInput(Action input, bool repeat, Device device, int controller_index) -> bool {
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bool success_keyboard = false;
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bool success_controller = false;
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const int INPUT_INDEX = static_cast<int>(input);
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if (device == Device::KEYBOARD || device == Device::ANY) {
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if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
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success_keyboard = key_bindings_[INPUT_INDEX].is_held;
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} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
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success_keyboard = key_bindings_[INPUT_INDEX].just_pressed;
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}
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}
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if ((device == Device::CONTROLLER) || (device == Device::ANY)) {
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success_controller = checkAxisInput(input, controller_index, repeat);
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if (!success_controller) {
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if (repeat) { // El usuario quiere saber si está pulsada (estado mantenido)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).is_held;
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} else { // El usuario quiere saber si ACABA de ser pulsada (evento de un solo fotograma)
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success_controller = controller_bindings_.at(controller_index).at(INPUT_INDEX).just_pressed;
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}
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}
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}
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}
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return (success_keyboard || success_controller);
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}
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// Comprueba si hay almenos un input activo
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auto Input::checkAnyInput(Device device, int controller_index) -> bool {
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// Obtenemos el número total de acciones posibles para iterar sobre ellas.
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const int NUM_ACTIONS = static_cast<int>(Action::SIZE);
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// --- Comprobación del Teclado ---
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if (device == Device::KEYBOARD || device == Device::ANY) {
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for (int i = 0; i < NUM_ACTIONS; ++i) {
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// Simplemente leemos el estado pre-calculado por Input::update().
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// Ya no se llama a SDL_GetKeyboardState ni se modifica el estado '.active'.
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if (key_bindings_.at(i).just_pressed) {
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return true; // Se encontró una acción recién pulsada.
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}
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}
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}
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// --- Comprobación del Mando ---
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// Comprobamos si hay mandos y si el índice solicitado es válido.
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if (device == Device::CONTROLLER || device == Device::ANY) {
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// Bucle CORREGIDO: Iteramos sobre todas las acciones, no sobre el número de mandos.
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for (int i = 0; i < NUM_ACTIONS; ++i) {
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// Leemos el estado pre-calculado para el mando y la acción específicos.
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if (controller_bindings_.at(controller_index).at(i).just_pressed) {
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return true; // Se encontró una acción recién pulsada en el mando.
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}
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}
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}
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}
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// Si llegamos hasta aquí, no se detectó ninguna nueva pulsación.
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return false;
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}
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// 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"
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auto Input::checkAnyButton(bool repeat) -> int {
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// Solo comprueba los botones definidos previamente
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for (auto bi : button_inputs_) {
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// Comprueba el teclado
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if (checkInput(bi, repeat, Device::KEYBOARD)) {
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return 1;
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}
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// Comprueba los mandos
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for (int i = 0; i < num_gamepads_; ++i) {
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if (checkInput(bi, repeat, Device::CONTROLLER, i)) {
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return i + 1;
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}
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}
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}
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return 0;
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}
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// Busca si hay mandos conectados
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auto Input::discoverGameControllers() -> bool {
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bool found = false;
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if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Error: could not load %s file: %s", game_controller_db_path_.c_str(), SDL_GetError());
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}
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// En SDL3, SDL_GetJoysticks devuelve un array de IDs, no un contador
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SDL_JoystickID *joystick_ids = SDL_GetJoysticks(&num_joysticks_);
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num_gamepads_ = 0;
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// Cuenta el número de mandos
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joysticks_.clear();
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for (int i = 0; i < num_joysticks_; ++i) {
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// Usar el ID del joystick, no el índice
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auto *joy = SDL_OpenJoystick(joystick_ids[i]);
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joysticks_.push_back(joy);
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// En SDL3, SDL_IsGamepad toma un SDL_JoystickID, no un índice
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if (SDL_IsGamepad(joystick_ids[i])) {
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num_gamepads_++;
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}
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, ">> LOOKING FOR GAME CONTROLLERS");
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if (num_joysticks_ != num_gamepads_) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Joysticks found: %d", num_joysticks_);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found : %d", num_gamepads_);
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Gamepads found: %d", num_gamepads_);
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}
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if (num_gamepads_ > 0) {
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found = true;
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// Recorrer los joysticks y abrir solo los que son gamepads
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for (int i = 0; i < num_joysticks_; i++) {
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if (SDL_IsGamepad(joystick_ids[i])) {
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// Abre el mando usando el ID del joystick
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auto *pad = SDL_OpenGamepad(joystick_ids[i]);
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if (pad != nullptr) {
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connected_controllers_.push_back(pad);
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// Obtener el nombre usando el ID del joystick
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const char *name_cstr = SDL_GetGamepadNameForID(joystick_ids[i]);
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std::string name = (name_cstr != nullptr) ? name_cstr : "Unknown Gamepad";
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "#%d: %s", i, name.c_str());
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controller_names_.push_back(name);
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} else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to open gamepad %d: %s", joystick_ids[i], SDL_GetError());
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}
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}
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}
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SDL_SetGamepadEventsEnabled(true);
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}
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// Liberar el array de IDs
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if (joystick_ids != nullptr) {
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SDL_free(joystick_ids);
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n>> FINISHED LOOKING FOR GAME CONTROLLERS");
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return found;
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}
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// Comprueba si hay algun mando conectado
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auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; }
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// Obten el nombre de un mando de juego
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auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
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// Obten el número de mandos conectados
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auto Input::getNumControllers() const -> int { return num_gamepads_; }
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// Obtiene el indice del controlador a partir de un event.id
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auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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for (int i = 0; i < num_joysticks_; ++i) {
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if (SDL_GetJoystickID(joysticks_[i]) == id) {
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return i;
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}
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}
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return -1;
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}
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// Muestra por consola los controles asignados
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void Input::printBindings(Device device, int controller_index) const {
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if (device == Device::ANY || device == Device::KEYBOARD) {
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return;
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}
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if (device == Device::CONTROLLER) {
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if (controller_index >= num_gamepads_) {
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return;
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}
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// Muestra el nombre del mando
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\n%s", controller_names_.at(controller_index).c_str());
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// Muestra los botones asignados
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for (auto bi : button_inputs_) {
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "%s : %d", inputToString(bi).c_str(), controller_bindings_.at(controller_index).at(static_cast<int>(bi)).button);
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}
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}
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}
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// Obtiene el SDL_GamepadButton asignado a un input
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auto Input::getControllerBinding(int controller_index, Action input) const -> SDL_GamepadButton {
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return controller_bindings_[controller_index][static_cast<int>(input)].button;
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}
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// Obtiene el indice a partir del nombre del mando
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auto Input::getIndexByName(const std::string &name) const -> int {
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auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
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return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
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}
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// Convierte un InputAction a std::string
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auto Input::inputToString(Action input) -> std::string {
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switch (input) {
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case Action::FIRE_LEFT:
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return "input_fire_left";
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case Action::FIRE_CENTER:
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return "input_fire_center";
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case Action::FIRE_RIGHT:
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return "input_fire_right";
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case Action::START:
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return "input_start";
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case Action::SERVICE:
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return "input_service";
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default:
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return "";
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}
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}
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// Convierte un std::string a InputAction
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auto Input::stringToInput(const std::string &name) -> Action {
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static const std::unordered_map<std::string, Action> INPUT_MAP = {
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{"input_fire_left", Action::FIRE_LEFT},
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{"input_fire_center", Action::FIRE_CENTER},
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{"input_fire_right", Action::FIRE_RIGHT},
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{"input_start", Action::START},
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{"input_service", Action::SERVICE}};
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auto it = INPUT_MAP.find(name);
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return it != INPUT_MAP.end() ? it->second : Action::NONE;
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}
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// Comprueba el eje del mando
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auto Input::checkAxisInput(Action input, int controller_index, bool repeat) -> bool {
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// Umbral para considerar el eje como activo
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bool axis_active_now = false;
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switch (input) {
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case Action::LEFT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
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break;
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case Action::RIGHT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
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break;
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case Action::UP:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -AXIS_THRESHOLD;
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break;
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case Action::DOWN:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > AXIS_THRESHOLD;
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break;
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default:
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return false;
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}
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// Referencia al binding correspondiente
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auto &binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
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if (repeat) {
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// Si se permite repetir, simplemente devolvemos el estado actual
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return axis_active_now;
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} // Si no se permite repetir, aplicamos la lógica de transición
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if (axis_active_now && !binding.axis_active) {
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// Transición de inactivo a activo
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binding.axis_active = true;
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return true;
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}
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if (!axis_active_now && binding.axis_active) {
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// Transición de activo a inactivo
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binding.axis_active = false;
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}
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// Mantener el estado actual
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return false;
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}
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void Input::initSDLGamePad() {
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if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
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if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GAMEPAD could not initialize! SDL Error: %s", SDL_GetError());
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_GAMEPAD: INITIALIZING");
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discoverGameControllers();
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_GAMEPAD: INITIALIZATION COMPLETE\n");
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}
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}
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}
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void Input::resetInputStates() {
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// Resetear todos los KeyBindings.active a false
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for (auto &key : key_bindings_) {
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key.is_held = false;
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key.just_pressed = false;
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}
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// Resetear todos los ControllerBindings.active a false
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for (auto &controller_vec : controller_bindings_) {
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for (auto &binding : controller_vec) {
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binding.is_held = false;
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binding.just_pressed = false;
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}
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}
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}
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void Input::update() {
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// --- TECLADO ---
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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for (auto &key_binding : key_bindings_) {
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bool key_is_down_now = key_states[key_binding.scancode];
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// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
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key_binding.just_pressed = key_is_down_now && !key_binding.is_held;
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key_binding.is_held = key_is_down_now;
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}
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// --- MANDOS ---
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for (int c = 0; c < num_gamepads_; ++c) {
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for (size_t i = 0; i < controller_bindings_[c].size(); ++i) {
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bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(c), controller_bindings_.at(c).at(i).button)) != 0;
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// El estado .is_held del fotograma anterior nos sirve para saber si es un pulso nuevo
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controller_bindings_[c][i].just_pressed = button_is_down_now && !controller_bindings_[c][i].is_held;
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controller_bindings_[c][i].is_held = button_is_down_now;
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}
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}
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}
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void Input::handleEvent(const SDL_Event &event) {
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switch (event.type) {
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case SDL_EVENT_GAMEPAD_ADDED: {
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printf("¡Mando conectado! ID: %d\n", event.gdevice.which);
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SDL_Gamepad *gamepad = SDL_OpenGamepad(event.gdevice.which);
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if (gamepad) {
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printf("Gamepad abierto correctamente.\n");
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} else {
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printf("Error al abrir el gamepad: %s\n", SDL_GetError());
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}
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break;
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}
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case SDL_EVENT_GAMEPAD_REMOVED: {
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printf("¡Mando desconectado! Instance ID: %d\n", event.gdevice.which);
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// Aquí puedes cerrar el gamepad si lo tenías abierto
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// SDL_CloseGamepad(gamepad); ← si tienes el puntero guardado
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break;
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}
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}
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} |