netejant capçaleres

This commit is contained in:
2025-11-11 12:35:21 +01:00
parent 54fc6d2902
commit d6ced94316
14 changed files with 453 additions and 325 deletions

View File

@@ -28,6 +28,33 @@ auto Input::get() -> Input* { return Input::instance; }
Input::Input(std::string game_controller_db_path, std::string gamepad_configs_file)
: gamepad_mappings_file_(std::move(game_controller_db_path)),
gamepad_configs_file_(std::move(gamepad_configs_file)) {
// Inicializar bindings del teclado
keyboard_.bindings = {
// Movimiento del jugador
{Action::LEFT, KeyState{SDL_SCANCODE_LEFT}},
{Action::RIGHT, KeyState{SDL_SCANCODE_RIGHT}},
{Action::JUMP, KeyState{SDL_SCANCODE_UP}},
// Inputs de control
{Action::ACCEPT, KeyState{SDL_SCANCODE_RETURN}},
{Action::CANCEL, KeyState{SDL_SCANCODE_ESCAPE}},
{Action::EXIT, KeyState{SDL_SCANCODE_ESCAPE}},
// Inputs de sistema
{Action::WINDOW_DEC_ZOOM, KeyState{SDL_SCANCODE_F1}},
{Action::WINDOW_INC_ZOOM, KeyState{SDL_SCANCODE_F2}},
{Action::TOGGLE_FULLSCREEN, KeyState{SDL_SCANCODE_F3}},
{Action::TOGGLE_SHADERS, KeyState{SDL_SCANCODE_F4}},
{Action::NEXT_PALETTE, KeyState{SDL_SCANCODE_F5}},
{Action::PREVIOUS_PALETTE, KeyState{SDL_SCANCODE_F6}},
{Action::TOGGLE_INTEGER_SCALE, KeyState{SDL_SCANCODE_F7}},
{Action::TOGGLE_MUSIC, KeyState{SDL_SCANCODE_F8}},
{Action::TOGGLE_BORDER, KeyState{SDL_SCANCODE_F9}},
{Action::TOGGLE_VSYNC, KeyState{SDL_SCANCODE_F10}},
{Action::TOGGLE_DEBUG, KeyState{SDL_SCANCODE_F12}},
{Action::SHOW_DEBUG_INFO, KeyState{SDL_SCANCODE_F11}}
};
initSDLGamePad(); // Inicializa el subsistema SDL_INIT_GAMEPAD
}

View File

@@ -28,148 +28,103 @@ class Input {
// --- Estructuras ---
struct KeyState {
Uint8 scancode; // Scancode asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
: scancode(scancode),
is_held(is_held),
just_pressed(just_pressed) {}
Uint8 scancode{0}; // Scancode asociado
bool is_held{false}; // Está pulsada ahora mismo
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
};
struct ButtonState {
int button; // GameControllerButton asociado
bool is_held; // Está pulsada ahora mismo
bool just_pressed; // Se acaba de pulsar en este fotograma
bool axis_active; // Estado del eje
bool trigger_active{false}; // Estado del trigger como botón digital
ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
: button(btn),
is_held(is_held),
just_pressed(just_pressed),
axis_active(axis_act) {}
int button{static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID)}; // GameControllerButton asociado
bool is_held{false}; // Está pulsada ahora mismo
bool just_pressed{false}; // Se acaba de pulsar en este fotograma
bool axis_active{false}; // Estado del eje
bool trigger_active{false}; // Estado del trigger como botón digital
};
struct Keyboard {
std::unordered_map<Action, KeyState> bindings;
Keyboard()
: bindings{
// Movimiento del jugador
{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
{Action::JUMP, KeyState(SDL_SCANCODE_UP)},
// Inputs de control
{Action::ACCEPT, KeyState(SDL_SCANCODE_RETURN)},
{Action::CANCEL, KeyState(SDL_SCANCODE_ESCAPE)},
{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
// Inputs de sistema
{Action::WINDOW_DEC_ZOOM, KeyState(SDL_SCANCODE_F1)},
{Action::WINDOW_INC_ZOOM, KeyState(SDL_SCANCODE_F2)},
{Action::TOGGLE_FULLSCREEN, KeyState(SDL_SCANCODE_F3)},
{Action::TOGGLE_SHADERS, KeyState(SDL_SCANCODE_F4)},
{Action::NEXT_PALETTE, KeyState(SDL_SCANCODE_F5)},
{Action::PREVIOUS_PALETTE, KeyState(SDL_SCANCODE_F6)},
{Action::TOGGLE_INTEGER_SCALE, KeyState(SDL_SCANCODE_F7)},
{Action::TOGGLE_MUSIC, KeyState(SDL_SCANCODE_F8)},
{Action::TOGGLE_BORDER, KeyState(SDL_SCANCODE_F9)},
{Action::TOGGLE_VSYNC, KeyState(SDL_SCANCODE_F10)},
{Action::TOGGLE_DEBUG, KeyState(SDL_SCANCODE_F12)},
{Action::SHOW_DEBUG_INFO, KeyState(SDL_SCANCODE_F11)}} {}
std::unordered_map<Action, KeyState> bindings{}; // Mapa de acciones a estados de tecla
};
struct Gamepad {
SDL_Gamepad* pad;
SDL_JoystickID instance_id;
std::string name;
std::string path;
std::unordered_map<Action, ButtonState> bindings;
SDL_Gamepad* pad{nullptr}; // Puntero al gamepad SDL
SDL_JoystickID instance_id{0}; // ID de instancia del joystick
std::string name{}; // Nombre del gamepad
std::string path{}; // Ruta del dispositivo
std::unordered_map<Action, ButtonState> bindings{}; // Mapa de acciones a estados de botón
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{
// Movimiento del jugador
{Action::LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT))},
{Action::RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT))},
{Action::JUMP, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))}} {}
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{
// Movimiento del jugador
{Action::LEFT, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT)}},
{Action::RIGHT, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT)}},
{Action::JUMP, ButtonState{static_cast<int>(SDL_GAMEPAD_BUTTON_WEST)}}} {}
~Gamepad() {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
~Gamepad() {
if (pad != nullptr) {
SDL_CloseGamepad(pad);
}
}
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = static_cast<int>(new_button);
}
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action].button = static_cast<int>(new_button);
}
};
// --- Tipos ---
using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
// --- Métodos de singleton ---
// --- Singleton ---
static void init(const std::string& game_controller_db_path, const std::string& gamepad_configs_file);
static void destroy();
static auto get() -> Input*;
// --- Métodos de configuración de controles ---
// --- Actualización del sistema ---
void update(); // Actualiza estados de entrada
// --- Configuración de controles ---
void bindKey(Action action, SDL_Scancode code);
void applyKeyboardBindingsFromOptions(); // Aplica las teclas configuradas desde Options
void applyGamepadBindingsFromOptions(); // Aplica los botones del gamepad configurados desde Options
void applyKeyboardBindingsFromOptions();
void applyGamepadBindingsFromOptions();
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);
// --- Métodos de consulta de entrada ---
void update();
// --- 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();
// --- Métodos de gestión de mandos ---
// --- Gestión de gamepads ---
[[nodiscard]] auto gameControllerFound() const -> bool;
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] auto getNumGamepads() const -> int;
auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
auto getGamepads() const -> const Gamepads& { return gamepads_; }
// --- Métodos de consulta y utilidades ---
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
auto getControllerNames() const -> std::vector<std::string>;
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates();
void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
void printConnectedGamepads() const;
// --- Eventos ---
auto handleEvent(const SDL_Event& event) -> std::string;
void printConnectedGamepads() const;
auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
private:
// --- Constantes ---
static constexpr Sint16 AXIS_THRESHOLD = 30000;
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (aproximadamente 50% del rango)
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::JUMP}; // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
static constexpr Sint16 AXIS_THRESHOLD = 30000; // Umbral para ejes analógicos
static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (50% del rango)
static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::JUMP}; // Inputs que usan botones
// --- Variables internas ---
Gamepads gamepads_;
Keyboard keyboard_;
std::string gamepad_mappings_file_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
// --- Métodos ---
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
~Input() = default;
// --- Métodos internos ---
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;
@@ -178,20 +133,19 @@ class Input {
void addGamepadMappingsFromFile();
void discoverGamepads();
// --- Métodos para integración con GamepadConfigManager ---
void loadGamepadConfigs();
void saveGamepadConfigs();
void applyGamepadConfig(std::shared_ptr<Gamepad> gamepad);
// Métodos auxiliares opcionales
void setGamepadConfigsFile(const std::string& filename);
auto getGamepadConfig(const std::string& gamepad_name) -> GamepadConfig*;
auto removeGamepadConfig(const std::string& gamepad_name) -> bool;
// --- Constructor y destructor ---
explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
~Input() = default;
// --- Variables miembro ---
static Input* instance; // Instancia única del singleton
// --- Singleton ---
static Input* instance;
Gamepads gamepads_{}; // Lista de gamepads conectados
Keyboard keyboard_{}; // Estado del teclado
std::string gamepad_mappings_file_{}; // Ruta al archivo de mappings
std::string gamepad_configs_file_{}; // Ruta al archivo de configuraciones
GamepadConfigs gamepad_configs_{}; // Configuraciones de gamepads guardadas
};