269 lines
5.3 KiB
C++
269 lines
5.3 KiB
C++
#include "input.h"
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#include <iostream>
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// Constructor
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Input::Input(std::string file)
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{
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// Fichero gamecontrollerdb.txt
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dbPath = file;
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// Inicializa las variables
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keyBindings_t kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.resize(17, kb);
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GameControllerBindings_t gcb;
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gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.resize(17, gcb);
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// Comprueba si hay un mando conectado
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discoverGameController();
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}
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// Destructor
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Input::~Input()
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{
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}
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// Asigna uno de los posibles inputs a una tecla del teclado
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void Input::bindKey(Uint8 input, SDL_Scancode code)
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{
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keyBindings.at(input).scancode = code;
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}
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// Asigna uno de los posibles inputs a un botón del mando
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void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
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{
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gameControllerBindings.at(input).button = button;
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}
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// Comprueba si un input esta activo
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bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
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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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index = 0;
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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[keyBindings.at(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 (!keyBindings.at(input).active)
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{
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if (keyStates[keyBindings.at(input).scancode] != 0)
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{
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keyBindings.at(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[keyBindings.at(input).scancode] == 0)
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{
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keyBindings.at(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(connectedControllers.at(index), gameControllerBindings.at(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 (!gameControllerBindings.at(input).active)
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{
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if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(input).button) != 0)
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{
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gameControllerBindings.at(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(connectedControllers.at(index), gameControllerBindings.at(input).button) == 0)
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{
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gameControllerBindings.at(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)keyBindings.size(); ++i)
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{
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if (mKeystates[keyBindings.at(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)gameControllerBindings.size(); ++i)
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{
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if (SDL_GameControllerGetButton(connectedControllers.at(index), gameControllerBindings.at(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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// Comprueba 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(dbPath.c_str()) < 0)
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{
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printf("Error, could not load %s file: %s\n", dbPath.c_str(), SDL_GetError());
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}
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const int nJoysticks = SDL_NumJoysticks();
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numGamepads = 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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numGamepads++;
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}
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}
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printf("\nChecking for game controllers...\n");
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printf("%i joysticks found, %i are gamepads\n", nJoysticks, numGamepads);
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if (numGamepads > 0)
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{
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found = true;
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for (int i = 0; i < numGamepads; 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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connectedControllers.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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std::cout << name << std::endl;
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controllerNames.push_back(name);
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}
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else
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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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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 (numGamepads > 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 (numGamepads > 0)
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{
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return controllerNames.at(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 numGamepads;
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} |