#include "core/input/input.hpp" #include #include #include #include #include #include // 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, 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, 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) -> 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 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) -> 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 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) -> std::string { return gamepad == nullptr ? std::string() : gamepad->name; } auto Input::getControllerNames() const -> std::vector { std::vector 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 { // 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 { // 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, Action action) -> SDL_GamepadButton { // NOLINT(readability-convert-member-functions-to-static) return static_cast(gamepad->bindings[action].button); } auto Input::checkAxisInput(Action action, const std::shared_ptr& 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, bool repeat) -> bool { // NOLINT(readability-convert-member-functions-to-static) if (gamepad->bindings[action].button == static_cast(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(SDL_GetGamepadButton(gamepad->pad, static_cast(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(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) -> 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 { // 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; }