esqueleto nivel 1

This commit is contained in:
2026-03-24 21:59:22 +01:00
parent 29e0259f34
commit 6e071575f2
41 changed files with 38668 additions and 0 deletions

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source/core/input/input.cpp Normal file
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#include "core/input/input.hpp"
#include <SDL3/SDL.h>
#include <iostream>
#include <memory>
#include <ranges>
#include <unordered_map>
#include <utility>
// Singleton
Input* Input::instance = nullptr;
void Input::init(const std::string& game_controller_db_path) {
Input::instance = new Input(game_controller_db_path);
}
void Input::destroy() { delete Input::instance; }
auto Input::get() -> Input* { return Input::instance; }
// Constructor
// Los bindings de sistema se mapean a F1-F12.
// Añade los bindings de tu juego (LEFT, RIGHT, etc.) llamando a bindKey() después de init().
Input::Input(std::string game_controller_db_path)
: gamepad_mappings_file_(std::move(game_controller_db_path)) {
keyboard_.bindings = {
// Controles de sistema
{Action::WINDOW_DEC_ZOOM, KeyState{.scancode = SDL_SCANCODE_F1}},
{Action::WINDOW_INC_ZOOM, KeyState{.scancode = SDL_SCANCODE_F2}},
{Action::TOGGLE_FULLSCREEN, KeyState{.scancode = SDL_SCANCODE_F3}},
{Action::TOGGLE_POSTFX, KeyState{.scancode = SDL_SCANCODE_F4}},
{Action::NEXT_PALETTE, KeyState{.scancode = SDL_SCANCODE_F5}},
{Action::PREVIOUS_PALETTE, KeyState{.scancode = SDL_SCANCODE_F6}},
{Action::TOGGLE_INTEGER_SCALE, KeyState{.scancode = SDL_SCANCODE_F7}},
{Action::TOGGLE_MUSIC, KeyState{.scancode = SDL_SCANCODE_F8}},
{Action::TOGGLE_BORDER, KeyState{.scancode = SDL_SCANCODE_F9}},
{Action::TOGGLE_VSYNC, KeyState{.scancode = SDL_SCANCODE_F10}},
{Action::TOGGLE_DEBUG, KeyState{.scancode = SDL_SCANCODE_F12}}};
initSDLGamePad();
}
void Input::bindKey(Action action, SDL_Scancode code) {
keyboard_.bindings[action].scancode = code;
}
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button) { // NOLINT(readability-convert-member-functions-to-static)
if (gamepad != nullptr) {
gamepad->bindings[action].button = button;
}
}
void Input::bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source) { // NOLINT(readability-convert-member-functions-to-static)
if (gamepad != nullptr) {
gamepad->bindings[action_target].button = gamepad->bindings[action_source].button;
}
}
auto Input::checkAction(Action action, bool repeat, bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
bool success_keyboard = false;
bool success_controller = false;
if (check_keyboard) {
if (repeat) {
success_keyboard = keyboard_.bindings[action].is_held;
} else {
success_keyboard = keyboard_.bindings[action].just_pressed;
}
}
std::shared_ptr<Gamepad> active_gamepad = gamepad;
if (active_gamepad == nullptr && !gamepads_.empty()) {
active_gamepad = gamepads_[0];
}
if (active_gamepad != nullptr) {
success_controller = checkAxisInput(action, active_gamepad, repeat);
if (!success_controller) {
success_controller = checkTriggerInput(action, active_gamepad, repeat);
}
if (!success_controller) {
if (repeat) {
success_controller = active_gamepad->bindings[action].is_held;
} else {
success_controller = active_gamepad->bindings[action].just_pressed;
}
}
}
return (success_keyboard || success_controller);
}
auto Input::checkAnyInput(bool check_keyboard, const std::shared_ptr<Gamepad>& gamepad) -> bool { // NOLINT(readability-convert-member-functions-to-static)
if (check_keyboard) {
for (const auto& pair : keyboard_.bindings) {
if (pair.second.just_pressed) return true;
}
}
std::shared_ptr<Gamepad> active_gamepad = gamepad;
if (active_gamepad == nullptr && !gamepads_.empty()) {
active_gamepad = gamepads_[0];
}
if (active_gamepad != nullptr) {
for (const auto& pair : active_gamepad->bindings) {
if (pair.second.just_pressed) return true;
}
}
return false;
}
auto Input::checkAnyButton(bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
for (auto bi : BUTTON_INPUTS) {
if (checkAction(bi, repeat, CHECK_KEYBOARD)) return true;
for (const auto& gamepad : gamepads_) {
if (checkAction(bi, repeat, DO_NOT_CHECK_KEYBOARD, gamepad)) return true;
}
}
return false;
}
auto Input::gameControllerFound() const -> bool { return !gamepads_.empty(); }
auto Input::getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string {
return gamepad == nullptr ? std::string() : gamepad->name;
}
auto Input::getControllerNames() const -> std::vector<std::string> {
std::vector<std::string> names;
for (const auto& gamepad : gamepads_) {
names.push_back(gamepad->name);
}
return names;
}
auto Input::getNumGamepads() const -> int { return gamepads_.size(); }
auto Input::getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& gamepad : gamepads_) {
if (gamepad->instance_id == id) return gamepad;
}
return nullptr;
}
auto Input::getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == name) return gamepad;
}
return nullptr;
}
auto Input::getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton { // NOLINT(readability-convert-member-functions-to-static)
return static_cast<SDL_GamepadButton>(gamepad->bindings[action].button);
}
auto Input::checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
auto& binding = gamepad->bindings[action];
if (binding.button < 200) return false;
bool axis_active_now = false;
if (binding.button == 200) {
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) < -AXIS_THRESHOLD;
} else if (binding.button == 201) {
axis_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFTX) > AXIS_THRESHOLD;
} else {
return false;
}
if (repeat) return axis_active_now;
if (axis_active_now && !binding.axis_active) { binding.axis_active = true; return true; }
if (!axis_active_now && binding.axis_active) { binding.axis_active = false; }
return false;
}
auto Input::checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static)
if (gamepad->bindings[action].button == static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)) return false;
int button = gamepad->bindings[action].button;
bool trigger_active_now = false;
if (button == TRIGGER_L2_AS_BUTTON) {
trigger_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER) > TRIGGER_THRESHOLD;
} else if (button == TRIGGER_R2_AS_BUTTON) {
trigger_active_now = SDL_GetGamepadAxis(gamepad->pad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) > TRIGGER_THRESHOLD;
} else {
return false;
}
auto& binding = gamepad->bindings[action];
if (repeat) return trigger_active_now;
if (trigger_active_now && !binding.trigger_active) { binding.trigger_active = true; return true; }
if (!trigger_active_now && binding.trigger_active) { binding.trigger_active = false; }
return false;
}
void Input::addGamepadMappingsFromFile() { // NOLINT(readability-convert-member-functions-to-static)
if (SDL_AddGamepadMappingsFromFile(gamepad_mappings_file_.c_str()) < 0) {
std::cout << "Error, could not load " << gamepad_mappings_file_.c_str() << ": " << SDL_GetError() << '\n';
}
}
void Input::discoverGamepads() { // NOLINT(readability-convert-member-functions-to-static)
SDL_Event event;
while (SDL_PollEvent(&event)) {
handleEvent(event);
}
}
void Input::initSDLGamePad() {
if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_GAMEPAD could not initialize! SDL Error: %s", SDL_GetError());
} else {
addGamepadMappingsFromFile();
discoverGamepads();
std::cout << "\n** INPUT SYSTEM **\n";
std::cout << "Input System initialized successfully\n";
}
}
}
void Input::resetInputStates() {
for (auto& key : keyboard_.bindings) {
key.second.is_held = false;
key.second.just_pressed = false;
}
for (const auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
binding.second.is_held = false;
binding.second.just_pressed = false;
binding.second.trigger_active = false;
}
}
}
void Input::update() { // NOLINT(readability-convert-member-functions-to-static)
const bool* key_states = SDL_GetKeyboardState(nullptr);
for (auto& binding : keyboard_.bindings) {
bool key_is_down_now = key_states[binding.second.scancode];
binding.second.just_pressed = key_is_down_now && !binding.second.is_held;
binding.second.is_held = key_is_down_now;
}
for (const auto& gamepad : gamepads_) {
for (auto& binding : gamepad->bindings) {
bool button_is_down_now = static_cast<int>(SDL_GetGamepadButton(gamepad->pad, static_cast<SDL_GamepadButton>(binding.second.button))) != 0;
binding.second.just_pressed = button_is_down_now && !binding.second.is_held;
binding.second.is_held = button_is_down_now;
}
}
}
auto Input::handleEvent(const SDL_Event& event) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
switch (event.type) {
case SDL_EVENT_GAMEPAD_ADDED:
return addGamepad(event.gdevice.which);
case SDL_EVENT_GAMEPAD_REMOVED:
return removeGamepad(event.gdevice.which);
}
return {};
}
auto Input::addGamepad(int device_index) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
SDL_Gamepad* pad = SDL_OpenGamepad(device_index);
if (pad == nullptr) {
std::cerr << "Error al abrir el gamepad: " << SDL_GetError() << '\n';
return {};
}
auto gamepad = std::make_shared<Gamepad>(pad);
auto name = gamepad->name;
std::cout << "Gamepad connected (" << name << ")\n";
gamepads_.push_back(std::move(gamepad));
return name + " CONNECTED";
}
auto Input::removeGamepad(SDL_JoystickID id) -> std::string { // NOLINT(readability-convert-member-functions-to-static)
auto it = std::ranges::find_if(gamepads_, [id](const std::shared_ptr<Gamepad>& gamepad) -> bool {
return gamepad->instance_id == id;
});
if (it != gamepads_.end()) {
std::string name = (*it)->name;
std::cout << "Gamepad disconnected (" << name << ")\n";
gamepads_.erase(it);
return name + " DISCONNECTED";
}
std::cerr << "No se encontró el gamepad con ID " << id << '\n';
return {};
}
void Input::printConnectedGamepads() const { // NOLINT(readability-convert-member-functions-to-static)
if (gamepads_.empty()) {
std::cout << "No hay gamepads conectados.\n";
return;
}
std::cout << "Gamepads conectados:\n";
for (const auto& gamepad : gamepads_) {
std::string name = gamepad->name.empty() ? "Desconocido" : gamepad->name;
std::cout << " - ID: " << gamepad->instance_id << ", Nombre: " << name << "\n";
}
}
auto Input::findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Input::Gamepad> { // NOLINT(readability-convert-member-functions-to-static)
if (gamepads_.empty()) return nullptr;
for (const auto& gamepad : gamepads_) {
if (gamepad && gamepad->name == gamepad_name) return gamepad;
}
for (const auto& gamepad : gamepads_) {
if (gamepad) return gamepad;
}
return nullptr;
}

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#pragma once
#include <SDL3/SDL.h> // Para SDL_Scancode, SDL_GamepadButton, SDL_JoystickID, SDL_CloseGamepad, SDL_Gamepad, etc.
#include <array> // Para array
#include <memory> // Para shared_ptr
#include <string> // Para string
#include <unordered_map> // Para unordered_map
#include <utility> // Para pair
#include <vector> // Para vector
#include "core/input/input_types.hpp" // Para InputAction
// --- 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;
static constexpr int TRIGGER_L2_AS_BUTTON = 100;
static constexpr int TRIGGER_R2_AS_BUTTON = 101;
// --- Tipos ---
using Action = InputAction;
// --- Estructuras ---
struct KeyState {
Uint8 scancode{0};
bool is_held{false};
bool just_pressed{false};
};
struct ButtonState {
int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)};
bool is_held{false};
bool just_pressed{false};
bool axis_active{false};
bool trigger_active{false};
};
struct Keyboard {
std::unordered_map<Action, KeyState> bindings;
};
struct Gamepad {
SDL_Gamepad* pad{nullptr};
SDL_JoystickID instance_id{0};
std::string name;
std::string path;
std::unordered_map<Action, ButtonState> bindings;
explicit 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{} {} // Sin bindings por defecto — define los de tu juego en main
~Gamepad() {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action].button = static_cast<int>(new_button);
}
};
using Gamepads = std::vector<std::shared_ptr<Gamepad>>;
// --- Singleton ---
static void init(const std::string& game_controller_db_path);
static void destroy();
static auto get() -> Input*;
// --- Actualización ---
void update();
// --- Configuración de controles ---
void bindKey(Action action, SDL_Scancode code);
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
// --- Consulta de entrada ---
auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
void resetInputStates();
// --- Gestión de gamepads ---
[[nodiscard]] auto gameControllerFound() const -> bool;
[[nodiscard]] auto getNumGamepads() const -> int;
[[nodiscard]] auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
[[nodiscard]] auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
[[nodiscard]] auto getGamepads() const -> const Gamepads& { return gamepads_; }
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
[[nodiscard]] auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
void printConnectedGamepads() const;
// --- Eventos ---
auto handleEvent(const SDL_Event& event) -> std::string;
private:
static constexpr Sint16 AXIS_THRESHOLD = 30000;
static constexpr Sint16 TRIGGER_THRESHOLD = 16384;
// Si tu juego tiene acciones con botones analógicos (triggers/ejes), añádelos aquí:
static constexpr std::array<Action, 0> BUTTON_INPUTS = {};
explicit Input(std::string game_controller_db_path);
~Input() = default;
void initSDLGamePad();
static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
auto addGamepad(int device_index) -> std::string;
auto removeGamepad(SDL_JoystickID id) -> std::string;
void addGamepadMappingsFromFile();
void discoverGamepads();
static Input* instance;
Gamepads gamepads_;
Keyboard keyboard_{};
std::string gamepad_mappings_file_;
};

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#include "input_types.hpp"
#include <utility> // Para pair
// Definición de los mapas acción ↔ string
// Si añades acciones al enum, añádelas también aquí para que sean serializables
const std::unordered_map<InputAction, std::string> ACTION_TO_STRING = {
// Sistema
{InputAction::WINDOW_INC_ZOOM, "WINDOW_INC_ZOOM"},
{InputAction::WINDOW_DEC_ZOOM, "WINDOW_DEC_ZOOM"},
{InputAction::TOGGLE_FULLSCREEN, "TOGGLE_FULLSCREEN"},
{InputAction::TOGGLE_VSYNC, "TOGGLE_VSYNC"},
{InputAction::TOGGLE_INTEGER_SCALE, "TOGGLE_INTEGER_SCALE"},
{InputAction::TOGGLE_POSTFX, "TOGGLE_POSTFX"},
{InputAction::NEXT_POSTFX_PRESET, "NEXT_POSTFX_PRESET"},
{InputAction::TOGGLE_SUPERSAMPLING, "TOGGLE_SUPERSAMPLING"},
{InputAction::TOGGLE_BORDER, "TOGGLE_BORDER"},
{InputAction::TOGGLE_MUSIC, "TOGGLE_MUSIC"},
{InputAction::NEXT_PALETTE, "NEXT_PALETTE"},
{InputAction::PREVIOUS_PALETTE, "PREVIOUS_PALETTE"},
{InputAction::SHOW_DEBUG_INFO, "SHOW_DEBUG_INFO"},
{InputAction::TOGGLE_DEBUG, "TOGGLE_DEBUG"},
// Añade aquí los mapeos de tus acciones de juego
{InputAction::NONE, "NONE"}};
const std::unordered_map<std::string, InputAction> STRING_TO_ACTION = {
// Sistema
{"WINDOW_INC_ZOOM", InputAction::WINDOW_INC_ZOOM},
{"WINDOW_DEC_ZOOM", InputAction::WINDOW_DEC_ZOOM},
{"TOGGLE_FULLSCREEN", InputAction::TOGGLE_FULLSCREEN},
{"TOGGLE_VSYNC", InputAction::TOGGLE_VSYNC},
{"TOGGLE_INTEGER_SCALE", InputAction::TOGGLE_INTEGER_SCALE},
{"TOGGLE_POSTFX", InputAction::TOGGLE_POSTFX},
{"NEXT_POSTFX_PRESET", InputAction::NEXT_POSTFX_PRESET},
{"TOGGLE_SUPERSAMPLING", InputAction::TOGGLE_SUPERSAMPLING},
{"TOGGLE_BORDER", InputAction::TOGGLE_BORDER},
{"TOGGLE_MUSIC", InputAction::TOGGLE_MUSIC},
{"NEXT_PALETTE", InputAction::NEXT_PALETTE},
{"PREVIOUS_PALETTE", InputAction::PREVIOUS_PALETTE},
{"SHOW_DEBUG_INFO", InputAction::SHOW_DEBUG_INFO},
{"TOGGLE_DEBUG", InputAction::TOGGLE_DEBUG},
// Añade aquí los mapeos de tus acciones de juego
{"NONE", InputAction::NONE}};
const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING = {
{SDL_GAMEPAD_BUTTON_WEST, "WEST"},
{SDL_GAMEPAD_BUTTON_NORTH, "NORTH"},
{SDL_GAMEPAD_BUTTON_EAST, "EAST"},
{SDL_GAMEPAD_BUTTON_SOUTH, "SOUTH"},
{SDL_GAMEPAD_BUTTON_START, "START"},
{SDL_GAMEPAD_BUTTON_BACK, "BACK"},
{SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, "LEFT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, "RIGHT_SHOULDER"},
{SDL_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP"},
{SDL_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN"},
{SDL_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT"},
{SDL_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT"},
{static_cast<SDL_GamepadButton>(100), "L2_AS_BUTTON"},
{static_cast<SDL_GamepadButton>(101), "R2_AS_BUTTON"}};
const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON = {
{"WEST", SDL_GAMEPAD_BUTTON_WEST},
{"NORTH", SDL_GAMEPAD_BUTTON_NORTH},
{"EAST", SDL_GAMEPAD_BUTTON_EAST},
{"SOUTH", SDL_GAMEPAD_BUTTON_SOUTH},
{"START", SDL_GAMEPAD_BUTTON_START},
{"BACK", SDL_GAMEPAD_BUTTON_BACK},
{"LEFT_SHOULDER", SDL_GAMEPAD_BUTTON_LEFT_SHOULDER},
{"RIGHT_SHOULDER", SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER},
{"DPAD_UP", SDL_GAMEPAD_BUTTON_DPAD_UP},
{"DPAD_DOWN", SDL_GAMEPAD_BUTTON_DPAD_DOWN},
{"DPAD_LEFT", SDL_GAMEPAD_BUTTON_DPAD_LEFT},
{"DPAD_RIGHT", SDL_GAMEPAD_BUTTON_DPAD_RIGHT},
{"L2_AS_BUTTON", static_cast<SDL_GamepadButton>(100)},
{"R2_AS_BUTTON", static_cast<SDL_GamepadButton>(101)}};

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#pragma once
#include <SDL3/SDL.h>
#include <string>
#include <unordered_map>
// --- Enum InputAction ---
// Acciones de entrada disponibles.
//
// Las acciones de sistema (F1-F12) están listas para usar.
// Añade tus acciones de juego debajo del bloque marcado.
enum class InputAction : int {
// [SISTEMA] Controles de ventana y video (mapeados por defecto a F1-F12)
WINDOW_DEC_ZOOM, // F1 - Reduce el zoom de la ventana
WINDOW_INC_ZOOM, // F2 - Aumenta el zoom de la ventana
TOGGLE_FULLSCREEN, // F3 - Pantalla completa / ventana
TOGGLE_POSTFX, // F4 - Activa/desactiva PostFX
NEXT_PALETTE, // F5 - Siguiente paleta
PREVIOUS_PALETTE, // F6 - Paleta anterior
TOGGLE_INTEGER_SCALE, // F7 - Escalado entero
TOGGLE_MUSIC, // F8 - Silencia/activa música
TOGGLE_BORDER, // F9 - Muestra/oculta borde
TOGGLE_VSYNC, // F10 - VSync
TOGGLE_SUPERSAMPLING, // Supersampling PostFX
NEXT_POSTFX_PRESET, // Siguiente preset PostFX
SHOW_DEBUG_INFO, // Muestra info de debug
TOGGLE_DEBUG, // F12 - Activa/desactiva debug
// [JUEGO] Añade aquí las acciones específicas de tu juego, por ejemplo:
// LEFT,
// RIGHT,
// JUMP,
// ATTACK,
// ACCEPT,
// CANCEL,
// PAUSE,
// Obligatorio - no eliminar
NONE,
SIZE,
};
// --- Mapeos ---
extern const std::unordered_map<InputAction, std::string> ACTION_TO_STRING; // Acción → string
extern const std::unordered_map<std::string, InputAction> STRING_TO_ACTION; // String → acción
extern const std::unordered_map<SDL_GamepadButton, std::string> BUTTON_TO_STRING; // Botón SDL → string
extern const std::unordered_map<std::string, SDL_GamepadButton> STRING_TO_BUTTON; // String → botón SDL

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#include "core/input/mouse.hpp"
namespace Mouse {
Uint32 cursor_hide_time = 3000; // Tiempo en milisegundos para ocultar el cursor
Uint32 last_mouse_move_time = 0; // Última vez que el ratón se movió
bool cursor_visible = true; // Estado del cursor
void handleEvent(const SDL_Event& event) {
if (event.type == SDL_EVENT_MOUSE_MOTION) {
last_mouse_move_time = SDL_GetTicks();
if (!cursor_visible) {
SDL_ShowCursor();
cursor_visible = true;
}
}
}
void updateCursorVisibility() {
Uint32 current_time = SDL_GetTicks();
if (cursor_visible && (current_time - last_mouse_move_time > cursor_hide_time)) {
SDL_HideCursor();
cursor_visible = false;
}
}
} // namespace Mouse

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#pragma once
#include <SDL3/SDL.h>
namespace Mouse {
extern Uint32 cursor_hide_time; // Tiempo en milisegundos para ocultar el cursor
extern Uint32 last_mouse_move_time; // Última vez que el ratón se movió
extern bool cursor_visible; // Estado del cursor
void handleEvent(const SDL_Event& event);
void updateCursorVisibility();
} // namespace Mouse