310 lines
6.7 KiB
C++
310 lines
6.7 KiB
C++
#include "input.h"
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#include <SDL2/SDL.h> // Para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
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#include <SDL2/SDL_error.h> // Para SDL_GetError
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#include <SDL2/SDL_events.h> // Para SDL_ENABLE
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#include <SDL2/SDL_joystick.h> // Para SDL_NumJoysticks
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#include <SDL2/SDL_keyboard.h> // Para SDL_GetKeyboardState
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#include <iostream> // Para basic_ostream, operator<<, cout, basi...
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// [SINGLETON]
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Input *Input::input_ = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Input::init(const std::string &game_controller_db_path)
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{
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Input::input_ = new Input(game_controller_db_path);
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Input::destroy()
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{
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delete Input::input_;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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Input *Input::get()
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{
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return Input::input_;
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}
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// Constructor
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Input::Input(const std::string &game_controller_db_path)
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: db_path_(game_controller_db_path)
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{
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// Inicializa las variables
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KeyBindings kb;
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kb.scancode = 0;
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kb.active = false;
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key_bindings_.resize(static_cast<int>(InputAction::SIZE), kb);
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GameControllerBindings gcb;
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gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
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gcb.active = false;
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game_controller_bindings_.resize(static_cast<int>(InputAction::SIZE), gcb);
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}
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// Asigna inputs a teclas
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void Input::bindKey(InputAction input, SDL_Scancode code)
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{
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key_bindings_.at(static_cast<int>(input)).scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(InputAction input, SDL_GameControllerButton button)
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{
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game_controller_bindings_.at(static_cast<int>(input)).button = button;
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}
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// Comprueba si un input esta activo
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bool Input::checkInput(InputAction input, bool repeat, int device, int index)
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{
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if (!enabled_)
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{
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return false;
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}
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bool successKeyboard = false;
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bool successGameController = false;
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if (device == INPUT_USE_ANY)
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{
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index = 0;
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
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{
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const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
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if (repeat)
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{
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if (keyStates[key_bindings_.at(static_cast<int>(input)).scancode] != 0)
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{
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successKeyboard = true;
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}
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else
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{
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successKeyboard = false;
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}
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}
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else
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{
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if (!key_bindings_.at(static_cast<int>(input)).active)
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{
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if (keyStates[key_bindings_.at(static_cast<int>(input)).scancode] != 0)
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{
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key_bindings_.at(static_cast<int>(input)).active = true;
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successKeyboard = true;
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}
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else
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{
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successKeyboard = false;
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}
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}
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else
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{
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if (keyStates[key_bindings_.at(static_cast<int>(input)).scancode] == 0)
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{
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key_bindings_.at(static_cast<int>(input)).active = false;
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successKeyboard = false;
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}
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else
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{
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successKeyboard = false;
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}
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}
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}
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}
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if (gameControllerFound())
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if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
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{
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if (repeat)
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{
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if (SDL_GameControllerGetButton(connected_controllers_.at(index), game_controller_bindings_.at(static_cast<int>(input)).button) != 0)
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{
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successGameController = true;
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}
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else
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{
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successGameController = false;
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}
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}
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else
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{
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if (!game_controller_bindings_.at(static_cast<int>(input)).active)
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{
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if (SDL_GameControllerGetButton(connected_controllers_.at(index), game_controller_bindings_.at(static_cast<int>(input)).button) != 0)
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{
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game_controller_bindings_.at(static_cast<int>(input)).active = true;
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successGameController = true;
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}
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else
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{
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successGameController = false;
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}
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}
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else
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{
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if (SDL_GameControllerGetButton(connected_controllers_.at(index), game_controller_bindings_.at(static_cast<int>(input)).button) == 0)
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{
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game_controller_bindings_.at(static_cast<int>(input)).active = false;
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successGameController = false;
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}
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else
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{
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successGameController = false;
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}
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}
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}
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}
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return (successKeyboard || successGameController);
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}
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(int device, int index)
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{
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if (device == INPUT_USE_ANY)
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{
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index = 0;
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}
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if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
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{
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const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < (int)key_bindings_.size(); ++i)
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{
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if (mKeystates[key_bindings_[i].scancode] != 0)
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{
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return true;
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}
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}
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}
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if (gameControllerFound())
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{
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if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
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{
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for (int i = 0; i < (int)game_controller_bindings_.size(); ++i)
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{
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if (SDL_GameControllerGetButton(connected_controllers_.at(index), game_controller_bindings_[i].button) != 0)
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{
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return true;
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}
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}
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}
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}
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return false;
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}
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// Busca si hay un mando conectado
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bool Input::discoverGameController()
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{
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bool found = false;
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if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
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{
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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}
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if (SDL_GameControllerAddMappingsFromFile(db_path_.c_str()) < 0)
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{
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if (verbose_)
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{
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std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
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}
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}
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const int nJoysticks = SDL_NumJoysticks();
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num_gamepads_ = 0;
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// Cuenta el numero de mandos
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for (int i = 0; i < nJoysticks; ++i)
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{
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if (SDL_IsGameController(i))
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{
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num_gamepads_++;
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}
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}
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if (verbose_)
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{
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std::cout << "\nChecking for game controllers...\n";
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std::cout << nJoysticks << " joysticks found, " << num_gamepads_ << " are gamepads\n";
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}
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if (num_gamepads_ > 0)
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{
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found = true;
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for (int i = 0; i < num_gamepads_; i++)
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{
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// Abre el mando y lo añade a la lista
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SDL_GameController *pad = SDL_GameControllerOpen(i);
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if (SDL_GameControllerGetAttached(pad) == 1)
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{
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connected_controllers_.push_back(pad);
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const std::string separator(" #");
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std::string name = SDL_GameControllerNameForIndex(i);
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name.resize(25);
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name = name + separator + std::to_string(i);
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if (verbose_)
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{
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std::cout << name << std::endl;
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}
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controller_names_.push_back(name);
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}
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else
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{
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if (verbose_)
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{
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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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}
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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()
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{
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if (num_gamepads_ > 0)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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// Obten el nombre de un mando de juego
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std::string Input::getControllerName(int index)
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{
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if (num_gamepads_ > 0)
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{
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return controller_names_[index];
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}
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else
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{
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return "";
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}
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}
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// Obten el numero de mandos conectados
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int Input::getNumControllers()
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{
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return num_gamepads_;
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}
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// Establece si ha de mostrar mensajes
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void Input::setVerbose(bool value)
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{
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verbose_ = value;
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} |