194 lines
9.5 KiB
C++
194 lines
9.5 KiB
C++
#pragma once
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#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
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#include <array> // Para array
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#include <memory> // Para shared_ptr
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#include <string> // Para string, basic_string
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#include <unordered_map> // Para unordered_map
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#include <utility> // Para pair
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#include <vector> // Para vector
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#include "core/input/gamepad_config_manager.hpp" // for GamepadConfig (ptr only), GamepadConfigs
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#include "core/input/input_types.hpp" // for InputAction
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// --- Clase Input: gestiona la entrada de teclado y mandos (singleton) ---
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class Input {
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public:
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// --- Constantes ---
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static constexpr bool ALLOW_REPEAT = true; // Permite repetición
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static constexpr bool DO_NOT_ALLOW_REPEAT = false; // No permite repetición
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static constexpr bool CHECK_KEYBOARD = true; // Comprueba teclado
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static constexpr bool DO_NOT_CHECK_KEYBOARD = false; // No comprueba teclado
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static constexpr int TRIGGER_L2_AS_BUTTON = 100; // L2 como botón
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static constexpr int TRIGGER_R2_AS_BUTTON = 101; // R2 como botón
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// --- Tipos ---
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using Action = InputAction; // Alias para mantener compatibilidad
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// --- Estructuras ---
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struct KeyState {
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Uint8 scancode; // Scancode asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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KeyState(Uint8 scancode = 0, bool is_held = false, bool just_pressed = false)
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: scancode(scancode),
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is_held(is_held),
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just_pressed(just_pressed) {}
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};
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struct ButtonState {
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int button; // GameControllerButton asociado
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bool is_held; // Está pulsada ahora mismo
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bool just_pressed; // Se acaba de pulsar en este fotograma
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bool axis_active; // Estado del eje
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bool trigger_active{false}; // Estado del trigger como botón digital
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ButtonState(int btn = static_cast<int>(SDL_GAMEPAD_BUTTON_INVALID), bool is_held = false, bool just_pressed = false, bool axis_act = false)
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: button(btn),
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is_held(is_held),
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just_pressed(just_pressed),
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axis_active(axis_act) {}
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};
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struct Keyboard {
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std::unordered_map<Action, KeyState> bindings;
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Keyboard()
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: bindings{
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// Movimiento del jugador
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{Action::LEFT, KeyState(SDL_SCANCODE_LEFT)},
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{Action::RIGHT, KeyState(SDL_SCANCODE_RIGHT)},
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{Action::JUMP, KeyState(SDL_SCANCODE_UP)},
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// Inputs de control
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{Action::ACCEPT, KeyState(SDL_SCANCODE_RETURN)},
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{Action::CANCEL, KeyState(SDL_SCANCODE_ESCAPE)},
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{Action::PAUSE, KeyState(SDL_SCANCODE_H)},
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{Action::EXIT, KeyState(SDL_SCANCODE_ESCAPE)},
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// Inputs de sistema
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{Action::WINDOW_DEC_ZOOM, KeyState(SDL_SCANCODE_F1)},
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{Action::WINDOW_INC_ZOOM, KeyState(SDL_SCANCODE_F2)},
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{Action::TOGGLE_VIDEOMODE, KeyState(SDL_SCANCODE_F3)},
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{Action::TOGGLE_SHADERS, KeyState(SDL_SCANCODE_F4)},
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{Action::NEXT_PALETTE, KeyState(SDL_SCANCODE_F5)},
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{Action::PREVIOUS_PALETTE, KeyState(SDL_SCANCODE_F6)},
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{Action::TOGGLE_INTEGER_SCALE, KeyState(SDL_SCANCODE_F7)},
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{Action::SHOW_DEBUG_INFO, KeyState(SDL_SCANCODE_F12)},
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{Action::TOGGLE_MUSIC, KeyState(SDL_SCANCODE_M)},
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{Action::TOGGLE_BORDER, KeyState(SDL_SCANCODE_B)}} {}
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};
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struct Gamepad {
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SDL_Gamepad* pad;
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SDL_JoystickID instance_id;
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std::string name;
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std::string path;
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std::unordered_map<Action, ButtonState> bindings;
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Gamepad(SDL_Gamepad* gamepad)
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: pad(gamepad),
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instance_id(SDL_GetJoystickID(SDL_GetGamepadJoystick(gamepad))),
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name(std::string(SDL_GetGamepadName(gamepad))),
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path(std::string(SDL_GetGamepadPath(pad))),
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bindings{
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// Movimiento del jugador
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{Action::LEFT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_LEFT))},
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{Action::RIGHT, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_DPAD_RIGHT))},
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{Action::JUMP, ButtonState(static_cast<int>(SDL_GAMEPAD_BUTTON_WEST))}} {}
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~Gamepad() {
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if (pad != nullptr) {
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SDL_CloseGamepad(pad);
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}
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}
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// Reasigna un botón a una acción
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void rebindAction(Action action, SDL_GamepadButton new_button) {
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bindings[action] = static_cast<int>(new_button);
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}
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};
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// --- Tipos ---
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using Gamepads = std::vector<std::shared_ptr<Gamepad>>; // Vector de gamepads
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// --- Métodos de singleton ---
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static void init(const std::string& game_controller_db_path, const std::string& gamepad_configs_file);
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static void destroy();
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static auto get() -> Input*;
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// --- Métodos de configuración de controles ---
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void bindKey(Action action, SDL_Scancode code);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action, SDL_GamepadButton button);
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static void bindGameControllerButton(const std::shared_ptr<Gamepad>& gamepad, Action action_target, Action action_source);
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// --- Métodos de consulta de entrada ---
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void update();
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auto checkAction(Action action, bool repeat = true, bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyInput(bool check_keyboard = true, const std::shared_ptr<Gamepad>& gamepad = nullptr) -> bool;
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auto checkAnyButton(bool repeat = DO_NOT_ALLOW_REPEAT) -> bool;
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// --- Métodos de gestión de mandos ---
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[[nodiscard]] auto gameControllerFound() const -> bool;
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static auto getControllerName(const std::shared_ptr<Gamepad>& gamepad) -> std::string;
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auto getControllerNames() const -> std::vector<std::string>;
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[[nodiscard]] auto getNumGamepads() const -> int;
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auto getGamepad(SDL_JoystickID id) const -> std::shared_ptr<Gamepad>;
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auto getGamepadByName(const std::string& name) const -> std::shared_ptr<Input::Gamepad>;
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auto getGamepads() const -> const Gamepads& { return gamepads_; }
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// --- Métodos de consulta y utilidades ---
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[[nodiscard]] static auto getControllerBinding(const std::shared_ptr<Gamepad>& gamepad, Action action) -> SDL_GamepadButton;
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// --- Métodos de reseteo de estado de entrada ---
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void resetInputStates();
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// --- Eventos ---
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auto handleEvent(const SDL_Event& event) -> std::string;
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void printConnectedGamepads() const;
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auto findAvailableGamepadByName(const std::string& gamepad_name) -> std::shared_ptr<Gamepad>;
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void saveGamepadConfigFromGamepad(std::shared_ptr<Gamepad> gamepad);
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private:
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// --- Constantes ---
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static constexpr Sint16 AXIS_THRESHOLD = 30000;
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static constexpr Sint16 TRIGGER_THRESHOLD = 16384; // Umbral para triggers (aproximadamente 50% del rango)
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static constexpr std::array<Action, 1> BUTTON_INPUTS = {Action::JUMP}; // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
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// --- Variables internas ---
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Gamepads gamepads_;
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Keyboard keyboard_;
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std::string gamepad_mappings_file_;
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std::string gamepad_configs_file_;
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GamepadConfigs gamepad_configs_;
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// --- Métodos internos ---
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void initSDLGamePad();
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static auto checkAxisInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
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static auto checkTriggerInput(Action action, const std::shared_ptr<Gamepad>& gamepad, bool repeat) -> bool;
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auto addGamepad(int device_index) -> std::string;
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auto removeGamepad(SDL_JoystickID id) -> std::string;
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void addGamepadMappingsFromFile();
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void discoverGamepads();
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// --- Métodos para integración con GamepadConfigManager ---
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void loadGamepadConfigs();
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void saveGamepadConfigs();
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void applyGamepadConfig(std::shared_ptr<Gamepad> gamepad);
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// Métodos auxiliares opcionales
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void setGamepadConfigsFile(const std::string& filename);
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auto getGamepadConfig(const std::string& gamepad_name) -> GamepadConfig*;
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auto removeGamepadConfig(const std::string& gamepad_name) -> bool;
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// --- Constructor y destructor ---
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explicit Input(std::string game_controller_db_path, std::string gamepad_configs_file);
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~Input() = default;
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// --- Singleton ---
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static Input* instance;
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}; |