#include "input.h" #include // Constructor Input::Input(std::string file) { // Fichero gamecontrollerdb.txt dbPath = file; // Inicializa las variables for (int i = 0; i < 17; i++) { keyBindings[i].scancode = 0; keyBindings[i].active = false; gameControllerBindings[i].button = SDL_CONTROLLER_BUTTON_INVALID; gameControllerBindings[i].active = false; } discoverGameController(); } // Destructor Input::~Input() { for (int i = 0; i < numGamepads; i++) connectedControllers[i] = nullptr; } // Asigna uno de los posibles inputs a una tecla del teclado void Input::bindKey(Uint8 input, SDL_Scancode code) { keyBindings[input].scancode = code; } // Asigna uno de los posibles inputs a un botón del mando void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button) { gameControllerBindings[input].button = button; } // Comprueba si un input esta activo bool Input::checkInput(Uint8 input, bool repeat, int device, int index) { bool successKeyboard = false; bool successGameController = false; if (device == INPUT_USE_ANY) index = 0; if ((device == INPUT_USE_KEYBOARD) || (device == INPUT_USE_ANY)) { const Uint8 *mKeystates = SDL_GetKeyboardState(NULL); if (repeat) { if (mKeystates[keyBindings[input].scancode] != 0) successKeyboard = true; else successKeyboard = false; } else { if (!keyBindings[input].active) { if (mKeystates[keyBindings[input].scancode] != 0) { keyBindings[input].active = true; successKeyboard = true; } else { successKeyboard = false; } } else { if (mKeystates[keyBindings[input].scancode] == 0) { keyBindings[input].active = false; successKeyboard = false; } else { successKeyboard = false; } } } } if (gameControllerFound()) if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY)) { if (repeat) { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0) successGameController = true; else successGameController = false; } else { if (!gameControllerBindings[input].active) { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) != 0) { gameControllerBindings[input].active = true; successGameController = true; } else { successGameController = false; } } else { if (SDL_GameControllerGetButton(connectedControllers[index], gameControllerBindings[input].button) == 0) { gameControllerBindings[input].active = false; successGameController = false; } else { successGameController = false; } } } } return (successKeyboard || successGameController); } // Comprueba si hay un mando conectado bool Input::discoverGameController() { bool found = false; if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); if (SDL_GameControllerAddMappingsFromFile(dbPath.c_str()) < 0) printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError()); int nJoysticks = SDL_NumJoysticks(); numGamepads = 0; // Cuenta el numero de mandos for (int i = 0; i < nJoysticks; i++) if (SDL_IsGameController(i)) numGamepads++; printf("** Checking for game controllers ...\n"); printf("%i joysticks found, %i are gamepads\n\n", nJoysticks, numGamepads); if (numGamepads > 0) { found = true; for (int i = 0; i < numGamepads; i++) { // Abre el mando y lo añade a la lista SDL_GameController *pad = SDL_GameControllerOpen(i); if (SDL_GameControllerGetAttached(pad) == 1) { connectedControllers.push_back(pad); std::string separator(" #"); std::string name = SDL_GameControllerNameForIndex(i); name.resize(25); name = name + separator + std::to_string(i); std::cout << name << std::endl; controllerNames.push_back(name); } else std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl; } //mGameController = connectedControllers[0]; SDL_GameControllerEventState(SDL_ENABLE); } return found; } // Comprueba si hay algun mando conectado bool Input::gameControllerFound() { if (numGamepads > 0) return true; else return false; } // Obten el nombre de un mando de juego std::string Input::getControllerName(int index) { if (numGamepads > 0) return controllerNames[index]; else return ""; } // Obten el numero de mandos conectados int Input::getNumControllers() { return numGamepads; }