316 lines
14 KiB
C++
316 lines
14 KiB
C++
#include "core/input/global_inputs.hpp"
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#include <SDL3/SDL.h>
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#include <string> // Para allocator, operator+, char_traits, string
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#include <vector> // Para vector
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#include "core/input/input.hpp" // Para Input, InputAction, Input::DO_NOT_ALLOW_REPEAT
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#include "core/locale/locale.hpp" // Para Locale
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#include "core/rendering/render_info.hpp" // Para RenderInfo
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#include "core/rendering/screen.hpp" // Para Screen
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#ifdef _DEBUG
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#include "core/system/debug.hpp" // Para Debug (persistencia de render_info en debug.yaml)
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#endif
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#include "game/options.hpp" // Para Options, options, OptionsVideo, Section
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "game/ui/console.hpp" // Para Console
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#include "game/ui/notifier.hpp" // Para Notifier, NotificationText
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#include "utils/utils.hpp" // Para stringInVector
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namespace GlobalInputs {
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// Funciones internas
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namespace {
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void handleQuit() {
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// En la escena GAME el comportamiento es siempre el mismo (con o sin modo kiosko)
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if (SceneManager::current == SceneManager::Scene::GAME) {
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const std::string CODE = "PRESS AGAIN TO RETURN TO MENU";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::TITLE;
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} else {
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Notifier::get()->show({Locale::get()->get("ui.press_again_menu")}, Notifier::Style::DEFAULT, -1, true, CODE);
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}
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return;
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}
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// En modo kiosko, fuera de GAME: mostrar el texto del kiosko y no salir nunca
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if (Options::kiosk.enabled) {
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const std::string KIOSK_CODE = "KIOSK_EXIT";
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if (!stringInVector(Notifier::get()->getCodes(), KIOSK_CODE)) {
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Notifier::get()->show({Options::kiosk.text}, Notifier::Style::DEFAULT, -1, true, KIOSK_CODE);
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}
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// Segunda pulsación: notificación ya activa → no hacer nada
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return;
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}
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// Comportamiento normal fuera del modo kiosko
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const std::string CODE = "PRESS AGAIN TO EXIT";
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if (stringInVector(Notifier::get()->getCodes(), CODE)) {
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SceneManager::current = SceneManager::Scene::QUIT;
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} else {
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Notifier::get()->show({Locale::get()->get("ui.press_again_exit")}, Notifier::Style::DEFAULT, -1, true, CODE);
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}
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}
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void handleSkipSection() {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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SceneManager::current = SceneManager::Scene::TITLE;
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SceneManager::options = SceneManager::Options::NONE;
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break;
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default:
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break;
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}
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}
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void handleToggleBorder() {
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Screen::get()->toggleBorder();
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Notifier::get()->show({Locale::get()->get(Options::video.border.enabled ? "ui.border_enabled" : "ui.border_disabled")});
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}
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void handleToggleVideoMode() {
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Screen::get()->toggleVideoMode();
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Notifier::get()->show({Locale::get()->get(static_cast<int>(Options::video.fullscreen) == 0 ? "ui.fullscreen_disabled" : "ui.fullscreen_enabled")});
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}
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void handleDecWindowZoom() {
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if (Screen::get()->decWindowZoom()) {
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Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)});
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}
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}
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void handleIncWindowZoom() {
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if (Screen::get()->incWindowZoom()) {
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Notifier::get()->show({Locale::get()->get("ui.window_zoom") + std::to_string(Options::window.zoom)});
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}
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}
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void handleToggleShaders() {
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Screen::get()->toggleShaders();
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Notifier::get()->show({Locale::get()->get(Options::video.shader.enabled ? "ui.shaders_enabled" : "ui.shaders_disabled")});
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}
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void handleNextShaderPreset() {
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if (Options::video.shader.current_shader == Rendering::ShaderType::CRTPI) {
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if (!Options::crtpi_presets.empty()) {
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Options::video.shader.current_crtpi_preset = (Options::video.shader.current_crtpi_preset + 1) % static_cast<int>(Options::crtpi_presets.size());
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Screen::get()->reloadCrtPi();
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Notifier::get()->show({Locale::get()->get("ui.crtpi") + " " + prettyName(Options::crtpi_presets[static_cast<size_t>(Options::video.shader.current_crtpi_preset)].name)});
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}
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} else {
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if (!Options::postfx_presets.empty()) {
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Options::video.shader.current_postfx_preset = (Options::video.shader.current_postfx_preset + 1) % static_cast<int>(Options::postfx_presets.size());
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Screen::get()->reloadPostFX();
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Notifier::get()->show({Locale::get()->get("ui.postfx") + " " + prettyName(Options::postfx_presets[static_cast<size_t>(Options::video.shader.current_postfx_preset)].name)});
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}
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}
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}
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void handleNextShader() {
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Screen::get()->nextShader();
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Notifier::get()->show({Locale::get()->get("ui.shader") + " " +
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(Options::video.shader.current_shader == Rendering::ShaderType::CRTPI ? "CRTPI" : "POSTFX")});
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}
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void handleNextPalette() {
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Screen::get()->nextPalette();
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Notifier::get()->show({Locale::get()->get("ui.palette") + " " + toUpper(Screen::get()->getPalettePrettyName())});
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}
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void handlePreviousPalette() {
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Screen::get()->previousPalette();
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Notifier::get()->show({Locale::get()->get("ui.palette") + " " + toUpper(Screen::get()->getPalettePrettyName())});
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}
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void handleNextPaletteSortMode() {
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Screen::get()->nextPaletteSortMode();
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Notifier::get()->show({Locale::get()->get("ui.palette_sort") + " " + toUpper(Screen::get()->getPaletteSortModeName())});
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}
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void handleToggleIntegerScale() {
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Screen::get()->toggleIntegerScale();
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Screen::get()->setVideoMode(Options::video.fullscreen);
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Notifier::get()->show({Locale::get()->get(Options::video.integer_scale ? "ui.integer_scale_enabled" : "ui.integer_scale_disabled")});
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}
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void handleToggleVSync() {
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Screen::get()->toggleVSync();
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Notifier::get()->show({Locale::get()->get(Options::video.vertical_sync ? "ui.vsync_enabled" : "ui.vsync_disabled")});
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}
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// Detecta qué acción global ha sido presionada (si alguna)
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auto getPressedAction() -> InputAction { // NOLINT(readability-function-cognitive-complexity)
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if (Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::EXIT;
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}
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if (Input::get()->checkAction(InputAction::ACCEPT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::ACCEPT;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_BORDER, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_BORDER;
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}
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if (!Options::kiosk.enabled) {
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if (Input::get()->checkAction(InputAction::TOGGLE_FULLSCREEN, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_FULLSCREEN;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_DEC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_DEC_ZOOM;
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}
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if (Input::get()->checkAction(InputAction::WINDOW_INC_ZOOM, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::WINDOW_INC_ZOOM;
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}
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}
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if (Screen::get()->isHardwareAccelerated()) {
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if (Input::get()->checkAction(InputAction::TOGGLE_SHADER, Input::DO_NOT_ALLOW_REPEAT)) {
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if ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) {
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return InputAction::TOGGLE_SUPERSAMPLING; // Ctrl+F4
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}
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if (Options::video.shader.enabled && ((SDL_GetModState() & SDL_KMOD_SHIFT) != 0U)) {
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return InputAction::NEXT_SHADER_PRESET; // Shift+F4
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}
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return InputAction::TOGGLE_SHADER; // F4
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}
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}
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if (Input::get()->checkAction(InputAction::NEXT_PALETTE, Input::DO_NOT_ALLOW_REPEAT)) {
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if ((SDL_GetModState() & SDL_KMOD_CTRL) != 0U) {
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return InputAction::PREVIOUS_PALETTE; // Ctrl+F5
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}
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return InputAction::NEXT_PALETTE; // F5
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}
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if (Input::get()->checkAction(InputAction::NEXT_PALETTE_SORT, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::NEXT_PALETTE_SORT; // F6
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_INTEGER_SCALE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_INTEGER_SCALE;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_VSYNC, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_VSYNC;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_INFO, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_INFO;
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}
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if (Input::get()->checkAction(InputAction::TOGGLE_CONSOLE, Input::DO_NOT_ALLOW_REPEAT)) {
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return InputAction::TOGGLE_CONSOLE;
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}
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return InputAction::NONE;
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}
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} // namespace
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// Funciones públicas
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// Comprueba los inputs que se pueden introducir en cualquier sección del juego
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void handle() {
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const bool CONSOLE_ACTIVE = Console::get() != nullptr && Console::get()->isActive();
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if (CONSOLE_ACTIVE) {
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// TAB/ESC cierran la consola en lugar de ejecutar sus acciones normales
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if (Input::get()->checkAction(InputAction::TOGGLE_CONSOLE, Input::DO_NOT_ALLOW_REPEAT) ||
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Input::get()->checkAction(InputAction::EXIT, Input::DO_NOT_ALLOW_REPEAT)) {
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Console::get()->toggle();
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return;
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}
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} else {
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// Salida de administrador en modo kiosko (Ctrl+Shift+Alt+Q)
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if (Options::kiosk.enabled) {
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SDL_Keymod mod = SDL_GetModState();
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const bool* ks = SDL_GetKeyboardState(nullptr);
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if (((mod & SDL_KMOD_CTRL) != 0U) && ((mod & SDL_KMOD_SHIFT) != 0U) && ((mod & SDL_KMOD_ALT) != 0U) && ks[SDL_SCANCODE_Q]) {
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SceneManager::current = SceneManager::Scene::QUIT;
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return;
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}
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}
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}
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// Detectar qué acción global está siendo presionada
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InputAction action = getPressedAction();
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// Con consola activa, ACCEPT (saltar sección) y EXIT están bloqueados
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if (CONSOLE_ACTIVE && (action == InputAction::ACCEPT || action == InputAction::EXIT)) {
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return;
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}
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// Ejecutar el handler correspondiente usando switch statement
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switch (action) {
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case InputAction::EXIT:
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handleQuit();
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break;
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case InputAction::ACCEPT:
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handleSkipSection();
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break;
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case InputAction::TOGGLE_BORDER:
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handleToggleBorder();
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break;
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case InputAction::TOGGLE_FULLSCREEN:
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handleToggleVideoMode();
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break;
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case InputAction::WINDOW_DEC_ZOOM:
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handleDecWindowZoom();
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break;
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case InputAction::WINDOW_INC_ZOOM:
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handleIncWindowZoom();
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break;
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case InputAction::TOGGLE_SHADER:
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handleToggleShaders();
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break;
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case InputAction::NEXT_SHADER_PRESET:
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handleNextShaderPreset();
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break;
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case InputAction::TOGGLE_SUPERSAMPLING:
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handleNextShader();
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break;
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case InputAction::NEXT_PALETTE:
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handleNextPalette();
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break;
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case InputAction::PREVIOUS_PALETTE:
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handlePreviousPalette();
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break;
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case InputAction::NEXT_PALETTE_SORT:
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handleNextPaletteSortMode();
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break;
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case InputAction::TOGGLE_INTEGER_SCALE:
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handleToggleIntegerScale();
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break;
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case InputAction::TOGGLE_VSYNC:
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handleToggleVSync();
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break;
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case InputAction::TOGGLE_CONSOLE:
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if (Console::get() != nullptr) { Console::get()->toggle(); }
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break;
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case InputAction::TOGGLE_INFO:
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if (RenderInfo::get() != nullptr) {
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// Leemos la intención antes del toggle: isActive() incluye la
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// animación VANISHING, así que justo después de un toggle ACTIVE→OFF
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// seguiría devolviendo true y la persistencia no detectaría el cambio.
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const bool WAS_ACTIVE = RenderInfo::get()->isActive();
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RenderInfo::get()->toggle();
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#ifdef _DEBUG
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if (Debug::get() != nullptr) { Debug::get()->setRenderInfoEnabled(!WAS_ACTIVE); }
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#endif
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}
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break;
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case InputAction::NONE:
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default:
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// No se presionó ninguna acción global
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break;
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}
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}
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} // namespace GlobalInputs
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