Files
jaildoctors_dilemma/source/core/input/input.hpp
2025-11-08 13:21:59 +01:00

197 lines
9.8 KiB
C++

#pragma once
#include <SDL3/SDL.h> // Para SDL_Scancode, SDL_GamepadButton, SDL_JoystickID, SDL_CloseGamepad, SDL_Gamepad, SDL_GetGamepadJoystick, SDL_GetGamepadName, SDL_GetGamepadPath, SDL_GetJoystickID, Sint16, Uint8, SDL_Event
#include <array> // Para array
#include <memory> // Para shared_ptr
#include <string> // Para string, basic_string
#include <unordered_map> // Para unordered_map
#include <utility> // Para pair
#include <vector> // Para vector
#include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
#include "core/input/input_types.hpp" // for InputAction
// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
class Input {
public:
// --- Constantes ---
static constexpr bool ALLOW_REPEAT = true; // Permite repetición
static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
// --- Tipos ---
using Action = InputAction; // Alias para mantener compatibilidad
// --- 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) {}
};
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) {}
};
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)}} {}
};
struct Gamepad {
SDL_Gamepad* pad;
SDL_JoystickID instance_id;
std::string name;
std::string path;
std::unordered_map<Action, ButtonState> bindings;
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);
}
}
// Reasigna un botón a una acción
void rebindAction(Action action, SDL_GamepadButton new_button) {
bindings[action] = static_cast<int>(new_button);
}
};
// --- Tipos ---
using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
// --- Métodos de 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 ---
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
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();
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;
// --- Métodos de gestión de mandos ---
[[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 ---
[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
// --- Métodos de reseteo de estado de entrada ---
void resetInputStates();
// --- 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
// --- Variables internas ---
Gamepads gamepads_;
Keyboard keyboard_;
std::string gamepad_mappings_file_;
std::string gamepad_configs_file_;
GamepadConfigs gamepad_configs_;
// --- 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;
auto addGamepad(int device_index) -> std::string;
auto removeGamepad(SDL_JoystickID id) -> std::string;
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;
// --- Singleton ---
static Input* instance;
};