corregides cridades a SDL3 i migrat casi tot de int a float. Falta jail_shader

This commit is contained in:
2025-10-15 12:16:50 +02:00
parent 7c102e42cc
commit e4a08d2ec7
52 changed files with 879 additions and 823 deletions

View File

@@ -46,7 +46,7 @@ void Input::bindKey(InputAction input, SDL_Scancode code) {
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GameControllerButton button) {
void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GamepadButton button) {
if (controller_index < num_gamepads_) {
controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
}
@@ -66,20 +66,20 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
const int input_index = static_cast<int>(input);
if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
const Uint8* keyStates = SDL_GetKeyboardState(nullptr);
auto key_states = SDL_GetKeyboardState(nullptr);
if (repeat) {
success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0;
success_keyboard = key_states[key_bindings_[input_index].scancode] != 0;
} else {
if (!key_bindings_[input_index].active) {
if (keyStates[key_bindings_[input_index].scancode] != 0) {
if (key_states[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) {
if (key_states[key_bindings_[input_index].scancode] == 0) {
key_bindings_[input_index].active = false;
}
success_keyboard = false;
@@ -93,17 +93,17 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
if (!success_controller) {
if (repeat) {
success_controller = SDL_GameControllerGetButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(input_index).button) != 0;
success_controller = SDL_GetGamepadButton(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) {
if (SDL_GetGamepadButton(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) {
if (SDL_GetGamepadButton(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;
@@ -119,10 +119,10 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
// 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);
const bool *key_states = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)key_bindings_.size(); ++i) {
if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
if (key_states[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) {
key_bindings_[i].active = true;
return true;
}
@@ -132,7 +132,7 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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) {
if (SDL_GetGamepadButton(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;
}
@@ -147,23 +147,32 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
bool Input::discoverGameControllers() {
bool found = false;
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) {
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
// Asegúrate de que el subsistema de gamepads está inicializado
if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
SDL_InitSubSystem(SDL_INIT_GAMEPAD);
}
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;
// Carga el mapping de mandos desde archivo
if (SDL_AddGamepadMappingsFromFile(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();
// En SDL3 ya no existe SDL_NumJoysticks()
// Ahora se obtiene un array dinámico de IDs
int num_joysticks = 0;
SDL_JoystickID* joystick_ids = SDL_GetJoysticks(&num_joysticks);
num_joysticks_ = num_joysticks;
num_gamepads_ = 0;
// Cuenta el número de mandos
joysticks_.clear();
// Recorremos todos los joysticks detectados
for (int i = 0; i < num_joysticks_; ++i) {
auto joy = SDL_JoystickOpen(i);
SDL_Joystick* joy = SDL_OpenJoystick(joystick_ids[i]);
joysticks_.push_back(joy);
if (SDL_IsGameController(i)) {
if (SDL_IsGamepad(joystick_ids[i])) {
num_gamepads_++;
}
}
@@ -179,26 +188,32 @@ bool Input::discoverGameControllers() {
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_joysticks_; i++) {
if (SDL_IsGamepad(joystick_ids[i])) {
SDL_Gamepad* pad = SDL_OpenGamepad(joystick_ids[i]);
if (pad && SDL_GamepadConnected(pad)) {
connected_controllers_.push_back(pad);
const char* name = SDL_GetGamepadName(pad);
std::cout << "#" << i << ": " << (name ? name : "Unknown") << std::endl;
controller_names_.push_back(name ? name : "Unknown");
} else {
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
}
SDL_GameControllerEventState(SDL_ENABLE);
// En SDL3 ya no hace falta SDL_GameControllerEventState()
// Los eventos de gamepad están siempre habilitados
}
SDL_free(joystick_ids);
std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl;
return found;
}
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound() { return num_gamepads_ > 0 ? true : false; }
@@ -211,15 +226,15 @@ 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) {
if (SDL_GetJoystickID(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 {
// Obtiene el SDL_GamepadButton asignado a un input
SDL_GamepadButton Input::getControllerBinding(int controller_index, InputAction input) const {
return controller_bindings_[controller_index][static_cast<int>(input)].button;
}
@@ -237,16 +252,16 @@ bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat)
switch (input) {
case InputAction::LEFT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -threshold;
break;
case InputAction::RIGHT:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > threshold;
break;
case InputAction::UP:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -threshold;
break;
case InputAction::DOWN:
axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) > threshold;
axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > threshold;
break;
default:
return false;