353 lines
7.5 KiB
C++
353 lines
7.5 KiB
C++
#include "input.h"
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#include <iostream>
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// Constructor
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Input::Input(string file, bool verbose)
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{
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// Fichero gamecontrollerdb.txt
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dbPath = file;
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// Inicializa las variables
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keyBindings_t kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.resize(INPUT_TOTAL, kb);
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GameControllerBindings_t gcb;
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gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.resize(INPUT_TOTAL, gcb);
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this->verbose = verbose;
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enabled = true;
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setDefaultBindings();
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discoverGameController();
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}
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// Actualiza el estado del objeto
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void Input::update()
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{
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if (disabledUntil == d_keyPressed && !checkAnyInput())
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{
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enable();
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}
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}
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// Asigna inputs a teclas
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void Input::bindKey(Uint8 input, SDL_Scancode code)
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{
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keyBindings[input].scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
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{
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gameControllerBindings[input].button = button;
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}
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// Comprueba si un input esta activo
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bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
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{
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if (!enabled)
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{
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return false;
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}
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bool successKeyboard = false;
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bool successGameController = false;
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if (device == INPUT_USE_ANY)
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{
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index = 0;
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
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{
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const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
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if (repeat)
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{
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if (keyStates[keyBindings[input].scancode] != 0)
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{
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successKeyboard = true;
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}
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else
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{
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successKeyboard = false;
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}
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}
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else
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{
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if (!keyBindings[input].active)
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{
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if (keyStates[keyBindings[input].scancode] != 0)
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{
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keyBindings[input].active = true;
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successKeyboard = true;
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}
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else
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{
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successKeyboard = false;
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}
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}
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else
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{
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if (keyStates[keyBindings[input].scancode] == 0)
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{
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keyBindings[input].active = false;
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successKeyboard = false;
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}
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else
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{
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successKeyboard = false;
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}
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}
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}
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}
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if (gameControllerFound())
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if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
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{
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if (repeat)
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{
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if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
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{
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successGameController = true;
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}
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else
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{
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successGameController = false;
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}
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}
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else
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{
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if (!gameControllerBindings[input].active)
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{
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if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0)
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{
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gameControllerBindings[input].active = true;
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successGameController = true;
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}
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else
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{
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successGameController = false;
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}
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}
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else
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{
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if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0)
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{
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gameControllerBindings[input].active = false;
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successGameController = false;
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}
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else
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{
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successGameController = false;
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}
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}
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}
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}
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return (successKeyboard || successGameController);
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}
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(int device, int index)
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{
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if (device == INPUT_USE_ANY)
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{
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index = 0;
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
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{
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const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < (int)keyBindings.size(); ++i)
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{
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if (mKeystates[keyBindings[i].scancode] != 0)
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{
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return true;
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}
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}
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}
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if (gameControllerFound())
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{
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if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
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{
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for (int i = 0; i < (int)gameControllerBindings.size(); ++i)
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{
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if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[i].button) != 0)
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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// Busca si hay un mando conectado
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bool Input::discoverGameController()
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{
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bool found = false;
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
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{
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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}
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if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0)
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{
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if (verbose)
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{
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cout << "Error, could not load " << dbPath.c_str() << " file: " << SDL_GetError() << endl;
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}
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}
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const int nJoysticks = SDL_NumJoysticks();
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numGamepads = 0;
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// Cuenta el numero de mandos
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for (int i = 0; i < nJoysticks; ++i)
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{
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if (SDL_IsGameController(i))
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{
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numGamepads++;
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}
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}
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if (verbose)
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{
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cout << "\nChecking for game controllers...\n";
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cout << nJoysticks << " joysticks found, " << numGamepads << " are gamepads\n";
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}
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if (numGamepads > 0)
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{
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found = true;
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for (int i = 0; i < numGamepads; i++)
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{
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// Abre el mando y lo añade a la lista
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SDL_GameController *pad = SDL_GameControllerOpen(i);
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if (SDL_GameControllerGetAttached(pad) == 1)
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{
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connectedControllers.push_back(pad);
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const string separator(" #");
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string name = SDL_GameControllerNameForIndex(i);
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// name.resize(25);
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// name = name + separator + to_string(i);
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if (verbose)
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{
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cout << " - " << name << endl;
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}
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controllerNames.push_back(name);
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}
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else
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{
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if (verbose)
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{
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cout << "SDL_GetError() = " << SDL_GetError() << endl;
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}
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}
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}
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SDL_GameControllerEventState(SDL_ENABLE);
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}
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return found;
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}
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// Comprueba si hay algun mando conectado
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bool Input::gameControllerFound()
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{
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if (numGamepads > 0)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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// Obten el nombre de un mando de juego
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string Input::getControllerName(int index)
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{
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if (numGamepads > 0)
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{
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return controllerNames[index];
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}
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else
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{
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return "";
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}
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}
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// Obten el numero de mandos conectados
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int Input::getNumControllers()
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{
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return numGamepads;
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}
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// Establece si ha de mostrar mensajes
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void Input::setVerbose(bool value)
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{
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verbose = value;
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}
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// Deshabilita las entradas durante un periodo de tiempo
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void Input::disableUntil(i_disable_e value)
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{
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disabledUntil = value;
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enabled = false;
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}
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// Hablita las entradas
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void Input::enable()
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{
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enabled = true;
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disabledUntil = d_notDisabled;
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}
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// Establece unas teclas y botones del mando por defectp
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void Input::setDefaultBindings()
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{
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// Teclado
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bindKey(INPUT_UP, SDL_SCANCODE_UP);
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bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Z);
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bindKey(INPUT_BUTTON_2, SDL_SCANCODE_X);
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bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
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bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
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bindKey(INPUT_PAUSE, SDL_SCANCODE_H);
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bindKey(INPUT_EXIT, SDL_SCANCODE_ESCAPE);
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// Mando
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bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_A);
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bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_B);
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bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_X);
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bindGameControllerButton(INPUT_BUTTON_4, SDL_CONTROLLER_BUTTON_Y);
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bindGameControllerButton(INPUT_BUTTON_5, SDL_CONTROLLER_BUTTON_BACK);
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bindGameControllerButton(INPUT_BUTTON_6, SDL_CONTROLLER_BUTTON_START);
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bindGameControllerButton(INPUT_BUTTON_7, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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bindGameControllerButton(INPUT_BUTTON_8, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_A);
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bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_B);
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bindGameControllerButton(INPUT_PAUSE, SDL_CONTROLLER_BUTTON_START);
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bindGameControllerButton(INPUT_EXIT, SDL_CONTROLLER_BUTTON_BACK);
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} |