corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader
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@@ -46,7 +46,7 @@ void Input::bindKey(InputAction input, SDL_Scancode code) {
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button) {
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void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GamepadButton button) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
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}
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@@ -66,20 +66,20 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
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const int input_index = static_cast<int>(input);
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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
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const Uint8* keyStates = SDL_GetKeyboardState(nullptr);
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auto key_states = SDL_GetKeyboardState(nullptr);
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if (repeat) {
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success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0;
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success_keyboard = key_states[key_bindings_[input_index].scancode] != 0;
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} else {
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if (!key_bindings_[input_index].active) {
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if (keyStates[key_bindings_[input_index].scancode] != 0) {
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if (key_states[key_bindings_[input_index].scancode] != 0) {
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key_bindings_[input_index].active = true;
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success_keyboard = true;
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} else {
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success_keyboard = false;
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}
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} else {
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if (keyStates[key_bindings_[input_index].scancode] == 0) {
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if (key_states[key_bindings_[input_index].scancode] == 0) {
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key_bindings_[input_index].active = false;
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}
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success_keyboard = false;
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@@ -93,17 +93,17 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
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if (!success_controller) {
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if (repeat) {
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success_controller = SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
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success_controller = SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
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} else {
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if (!controller_bindings_.at(controller_index).at(input_index).active) {
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if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0) {
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if (SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0) {
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controller_bindings_.at(controller_index).at(input_index).active = true;
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success_controller = true;
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} else {
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success_controller = false;
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}
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} else {
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if (SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0) {
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if (SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) == 0) {
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controller_bindings_.at(controller_index).at(input_index).active = false;
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}
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success_controller = false;
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@@ -119,10 +119,10 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
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const Uint8* mKeystates = SDL_GetKeyboardState(nullptr);
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const bool *key_states = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < (int)key_bindings_.size(); ++i) {
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if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
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if (key_states[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
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key_bindings_[i].active = true;
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return true;
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}
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@@ -132,7 +132,7 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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if (gameControllerFound()) {
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if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) {
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for (int i = 0; i < (int)controller_bindings_.size(); ++i) {
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if (SDL_GameControllerGetButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button) != 0 && !controller_bindings_[controller_index][i].active) {
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if (SDL_GetGamepadButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button) != 0 && !controller_bindings_[controller_index][i].active) {
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controller_bindings_[controller_index][i].active = true;
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return true;
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}
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@@ -147,23 +147,32 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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bool Input::discoverGameControllers() {
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bool found = false;
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) {
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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// Asegúrate de que el subsistema de gamepads está inicializado
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if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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}
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if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
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// Carga el mapping de mandos desde archivo
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if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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std::cout << "Error, could not load " << game_controller_db_path_.c_str()
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<< " file: " << SDL_GetError() << std::endl;
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}
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num_joysticks_ = SDL_NumJoysticks();
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// En SDL3 ya no existe SDL_NumJoysticks()
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// Ahora se obtiene un array dinámico de IDs
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int num_joysticks = 0;
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SDL_JoystickID* joystick_ids = SDL_GetJoysticks(&num_joysticks);
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num_joysticks_ = num_joysticks;
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num_gamepads_ = 0;
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// Cuenta el número de mandos
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joysticks_.clear();
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// Recorremos todos los joysticks detectados
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for (int i = 0; i < num_joysticks_; ++i) {
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auto joy = SDL_JoystickOpen(i);
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SDL_Joystick* joy = SDL_OpenJoystick(joystick_ids[i]);
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joysticks_.push_back(joy);
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if (SDL_IsGameController(i)) {
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if (SDL_IsGamepad(joystick_ids[i])) {
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num_gamepads_++;
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}
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}
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@@ -179,26 +188,32 @@ bool Input::discoverGameControllers() {
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if (num_gamepads_ > 0) {
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found = true;
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for (int i = 0; i < num_gamepads_; i++) {
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// Abre el mando y lo añade a la lista
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auto pad = SDL_GameControllerOpen(i);
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if (SDL_GameControllerGetAttached(pad) == 1) {
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connected_controllers_.push_back(pad);
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const std::string name = SDL_GameControllerNameForIndex(i);
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std::cout << "#" << i << ": " << name << std::endl;
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controller_names_.push_back(name);
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} else {
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std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
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for (int i = 0; i < num_joysticks_; i++) {
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if (SDL_IsGamepad(joystick_ids[i])) {
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SDL_Gamepad* pad = SDL_OpenGamepad(joystick_ids[i]);
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if (pad && SDL_GamepadConnected(pad)) {
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connected_controllers_.push_back(pad);
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const char* name = SDL_GetGamepadName(pad);
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std::cout << "#" << i << ": " << (name ? name : "Unknown") << std::endl;
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controller_names_.push_back(name ? name : "Unknown");
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} else {
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std::cout << "SDL_GetError() = " << SDL_GetError() << std::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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// En SDL3 ya no hace falta SDL_GameControllerEventState()
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// Los eventos de gamepad están siempre habilitados
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}
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SDL_free(joystick_ids);
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std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl;
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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() { return num_gamepads_ > 0 ? true : false; }
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@@ -211,15 +226,15 @@ int Input::getNumControllers() const { return num_gamepads_; }
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// Obtiene el indice del controlador a partir de un event.id
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int Input::getJoyIndex(int id) const {
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for (int i = 0; i < num_joysticks_; ++i) {
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if (SDL_JoystickInstanceID(joysticks_[i]) == id) {
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if (SDL_GetJoystickID(joysticks_[i]) == id) {
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return i;
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}
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}
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return -1;
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}
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// Obtiene el SDL_GameControllerButton asignado a un input
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SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputAction input) const {
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// Obtiene el SDL_GamepadButton asignado a un input
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SDL_GamepadButton Input::getControllerBinding(int controller_index, InputAction input) const {
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return controller_bindings_[controller_index][static_cast<int>(input)].button;
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}
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@@ -237,16 +252,16 @@ bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
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switch (input) {
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case InputAction::LEFT:
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -threshold;
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break;
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case InputAction::RIGHT:
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > threshold;
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break;
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case InputAction::UP:
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -threshold;
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break;
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case InputAction::DOWN:
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axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > threshold;
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break;
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default:
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return false;
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