Redistribuits els .cpp en carpetes

Actualitzat cmake
Modificats els include de SDL2 a SDL3
This commit is contained in:
2025-10-15 08:28:57 +02:00
parent c3415fd106
commit 78c5333144
86 changed files with 6757 additions and 7610 deletions

View File

@@ -1,258 +1,205 @@
#include "input.h"
#include <SDL2/SDL.h> // Para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_events.h> // Para SDL_ENABLE
#include <SDL2/SDL_keyboard.h> // Para SDL_GetKeyboardState
#include <algorithm> // Para find
#include <iostream> // Para basic_ostream, operator<<, cout, endl
#include <iterator> // Para distance
#include <unordered_map> // Para unordered_map, operator==, _Node_cons...
#include <utility> // Para pair
#include <SDL3/SDL.h> // Para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL3/SDL_error.h> // Para SDL_GetError
#include <SDL3/SDL_events.h> // Para SDL_ENABLE
#include <SDL3/SDL_keyboard.h> // Para SDL_GetKeyboardState
#include <algorithm> // Para find
#include <iostream> // Para basic_ostream, operator<<, cout, endl
#include <iterator> // Para distance
#include <unordered_map> // Para unordered_map, operator==, _Node_cons...
#include <utility> // Para pair
// [SINGLETON]
Input *Input::input_ = nullptr;
Input* Input::input_ = nullptr;
// [SINGLETON] Crearemos el objeto con esta función estática
void Input::init(const std::string &game_controller_db_path)
{
Input::input_ = new Input(game_controller_db_path);
void Input::init(const std::string& game_controller_db_path) {
Input::input_ = new Input(game_controller_db_path);
}
// [SINGLETON] Destruiremos el objeto con esta función estática
void Input::destroy()
{
delete Input::input_;
void Input::destroy() {
delete Input::input_;
}
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
Input *Input::get()
{
return Input::input_;
Input* Input::get() {
return Input::input_;
}
// Constructor
Input::Input(const std::string &game_controller_db_path)
: game_controller_db_path_(game_controller_db_path)
{
// Busca si hay mandos conectados
discoverGameControllers();
Input::Input(const std::string& game_controller_db_path)
: game_controller_db_path_(game_controller_db_path) {
// Busca si hay mandos conectados
discoverGameControllers();
// Inicializa los vectores
key_bindings_.resize(static_cast<int>(InputAction::SIZE), KeyBindings());
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputAction::SIZE), ControllerBindings()));
// Inicializa los vectores
key_bindings_.resize(static_cast<int>(InputAction::SIZE), KeyBindings());
controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputAction::SIZE), ControllerBindings()));
// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
button_inputs_ = {InputAction::JUMP};
// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
button_inputs_ = {InputAction::JUMP};
}
// Asigna inputs a teclas
void Input::bindKey(InputAction input, SDL_Scancode code)
{
key_bindings_.at(static_cast<int>(input)).scancode = code;
void Input::bindKey(InputAction input, SDL_Scancode code) {
key_bindings_.at(static_cast<int>(input)).scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button)
{
if (controller_index < num_gamepads_)
{
controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
}
void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button) {
if (controller_index < num_gamepads_) {
controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
}
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source)
{
if (controller_index < num_gamepads_)
{
controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
}
void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source) {
if (controller_index < num_gamepads_) {
controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
}
}
// Comprueba si un input esta activo
bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index)
{
bool success_keyboard = false;
bool success_controller = false;
const int input_index = static_cast<int>(input);
bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index) {
bool success_keyboard = false;
bool success_controller = false;
const int input_index = static_cast<int>(input);
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
{
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
const Uint8* keyStates = SDL_GetKeyboardState(nullptr);
if (repeat)
{
success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0;
}
else
{
if (!key_bindings_[input_index].active)
{
if (keyStates[key_bindings_[input_index].scancode] != 0)
{
key_bindings_[input_index].active = true;
success_keyboard = true;
}
else
{
success_keyboard = false;
}
}
else
{
if (keyStates[key_bindings_[input_index].scancode] == 0)
{
key_bindings_[input_index].active = false;
}
success_keyboard = false;
}
}
}
if (repeat) {
success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0;
} else {
if (!key_bindings_[input_index].active) {
if (keyStates[key_bindings_[input_index].scancode] != 0) {
key_bindings_[input_index].active = true;
success_keyboard = true;
} else {
success_keyboard = false;
}
} else {
if (keyStates[key_bindings_[input_index].scancode] == 0) {
key_bindings_[input_index].active = false;
}
success_keyboard = false;
}
}
}
if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_)
{
if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY))
{
success_controller = checkAxisInput(input, controller_index, repeat);
if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY)) {
success_controller = checkAxisInput(input, controller_index, repeat);
if (!success_controller)
{
if (repeat)
{
success_controller = SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
}
else
{
if (!controller_bindings_.at(controller_index).at(input_index).active)
{
if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0)
{
controller_bindings_.at(controller_index).at(input_index).active = true;
success_controller = true;
}
else
{
success_controller = false;
}
}
else
{
if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0)
{
controller_bindings_.at(controller_index).at(input_index).active = false;
}
success_controller = false;
}
}
}
}
}
if (!success_controller) {
if (repeat) {
success_controller = SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
} else {
if (!controller_bindings_.at(controller_index).at(input_index).active) {
if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0) {
controller_bindings_.at(controller_index).at(input_index).active = true;
success_controller = true;
} else {
success_controller = false;
}
} else {
if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0) {
controller_bindings_.at(controller_index).at(input_index).active = false;
}
success_controller = false;
}
}
}
}
}
return (success_keyboard || success_controller);
return (success_keyboard || success_controller);
}
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(InputDeviceToUse device, int controller_index)
{
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
const Uint8* mKeystates = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)key_bindings_.size(); ++i)
{
if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active)
{
key_bindings_[i].active = true;
return true;
}
}
}
for (int i = 0; i < (int)key_bindings_.size(); ++i) {
if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
key_bindings_[i].active = true;
return true;
}
}
}
if (gameControllerFound())
{
if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY)
{
for (int i = 0; i < (int)controller_bindings_.size(); ++i)
{
if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button) != 0 && !controller_bindings_[controller_index][i].active)
{
controller_bindings_[controller_index][i].active = true;
return true;
}
}
}
}
if (gameControllerFound()) {
if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) {
for (int i = 0; i < (int)controller_bindings_.size(); ++i) {
if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button) != 0 && !controller_bindings_[controller_index][i].active) {
controller_bindings_[controller_index][i].active = true;
return true;
}
}
}
}
return false;
return false;
}
// Busca si hay mandos conectados
bool Input::discoverGameControllers()
{
bool found = false;
bool Input::discoverGameControllers() {
bool found = false;
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
{
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) {
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0)
{
std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
}
if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
}
num_joysticks_ = SDL_NumJoysticks();
num_gamepads_ = 0;
num_joysticks_ = SDL_NumJoysticks();
num_gamepads_ = 0;
// Cuenta el número de mandos
joysticks_.clear();
for (int i = 0; i < num_joysticks_; ++i)
{
auto joy = SDL_JoystickOpen(i);
joysticks_.push_back(joy);
if (SDL_IsGameController(i))
{
num_gamepads_++;
}
}
// Cuenta el número de mandos
joysticks_.clear();
for (int i = 0; i < num_joysticks_; ++i) {
auto joy = SDL_JoystickOpen(i);
joysticks_.push_back(joy);
if (SDL_IsGameController(i)) {
num_gamepads_++;
}
}
std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl;
if (num_joysticks_ != num_gamepads_)
{
std::cout << "Joysticks found: " << num_joysticks_ << std::endl;
std::cout << "Gamepads found : " << num_gamepads_ << std::endl;
}
else
{
std::cout << "Gamepads found: " << num_gamepads_ << std::endl;
}
std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl;
if (num_joysticks_ != num_gamepads_) {
std::cout << "Joysticks found: " << num_joysticks_ << std::endl;
std::cout << "Gamepads found : " << num_gamepads_ << std::endl;
} else {
std::cout << "Gamepads found: " << num_gamepads_ << std::endl;
}
if (num_gamepads_ > 0)
{
found = true;
if (num_gamepads_ > 0) {
found = true;
for (int i = 0; i < num_gamepads_; i++)
{
// Abre el mando y lo añade a la lista
auto pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connected_controllers_.push_back(pad);
const std::string name = SDL_GameControllerNameForIndex(i);
std::cout << "#" << i << ": " << name << std::endl;
controller_names_.push_back(name);
}
else
{
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
for (int i = 0; i < num_gamepads_; i++) {
// Abre el mando y lo añade a la lista
auto pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1) {
connected_controllers_.push_back(pad);
const std::string name = SDL_GameControllerNameForIndex(i);
std::cout << "#" << i << ": " << name << std::endl;
controller_names_.push_back(name);
} else {
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
SDL_GameControllerEventState(SDL_ENABLE);
}
SDL_GameControllerEventState(SDL_ENABLE);
}
std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl;
return found;
std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl;
return found;
}
// Comprueba si hay algun mando conectado
@@ -265,79 +212,66 @@ std::string Input::getControllerName(int controller_index) const { return num_ga
int Input::getNumControllers() const { return num_gamepads_; }
// Obtiene el indice del controlador a partir de un event.id
int Input::getJoyIndex(int id) const
{
for (int i = 0; i < num_joysticks_; ++i)
{
if (SDL_JoystickInstanceID(joysticks_[i]) == id)
{
return i;
}
}
return -1;
int Input::getJoyIndex(int id) const {
for (int i = 0; i < num_joysticks_; ++i) {
if (SDL_JoystickInstanceID(joysticks_[i]) == id) {
return i;
}
}
return -1;
}
// Obtiene el SDL_GameControllerButton asignado a un input
SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputAction input) const
{
return controller_bindings_[controller_index][static_cast<int>(input)].button;
SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputAction input) const {
return controller_bindings_[controller_index][static_cast<int>(input)].button;
}
// Obtiene el indice a partir del nombre del mando
int Input::getIndexByName(const std::string &name) const
{
auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
int Input::getIndexByName(const std::string& name) const {
auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
}
// Comprueba el eje del mando
bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
{
// Umbral para considerar el eje como activo
const Sint16 threshold = 30000;
bool axis_active_now = false;
bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat) {
// Umbral para considerar el eje como activo
const Sint16 threshold = 30000;
bool axis_active_now = false;
switch (input)
{
case InputAction::LEFT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
break;
case InputAction::RIGHT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
break;
case InputAction::UP:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
break;
case InputAction::DOWN:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
break;
default:
return false;
}
switch (input) {
case InputAction::LEFT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
break;
case InputAction::RIGHT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
break;
case InputAction::UP:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
break;
case InputAction::DOWN:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
break;
default:
return false;
}
// Referencia al binding correspondiente
auto &binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
// Referencia al binding correspondiente
auto& binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
if (repeat)
{
// Si se permite repetir, simplemente devolvemos el estado actual
return axis_active_now;
}
else
{
// Si no se permite repetir, aplicamos la lógica de transición
if (axis_active_now && !binding.axis_active)
{
// Transición de inactivo a activo
binding.axis_active = true;
return true;
}
else if (!axis_active_now && binding.axis_active)
{
// Transición de activo a inactivo
binding.axis_active = false;
}
// Mantener el estado actual
return false;
}
if (repeat) {
// Si se permite repetir, simplemente devolvemos el estado actual
return axis_active_now;
} else {
// Si no se permite repetir, aplicamos la lógica de transición
if (axis_active_now && !binding.axis_active) {
// Transición de inactivo a activo
binding.axis_active = true;
return true;
} else if (!axis_active_now && binding.axis_active) {
// Transición de activo a inactivo
binding.axis_active = false;
}
// Mantener el estado actual
return false;
}
}