forked from jaildesigner-jailgames/jaildoctors_dilemma
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@@ -22,13 +22,13 @@ void Input::destroy() {
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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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auto Input::get() -> Input* {
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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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: game_controller_db_path_(game_controller_db_path) {
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: game_controller_db_path_(std::move(game_controller_db_path)) {
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// Busca si hay mandos conectados
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discoverGameControllers();
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@@ -60,7 +60,7 @@ void Input::bindGameControllerButton(int controller_index, InputAction input_tar
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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, InputDeviceToUse device, int controller_index) {
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auto Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index) -> bool {
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bool success_keyboard = false;
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bool success_controller = false;
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const int INPUT_INDEX = static_cast<int>(input);
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@@ -117,13 +117,13 @@ bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device,
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}
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// Comprueba si hay almenos un input activo
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bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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auto Input::checkAnyInput(InputDeviceToUse device, int controller_index) -> bool {
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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
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const bool* key_states = SDL_GetKeyboardState(nullptr);
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for (int i = 0; i < (int)key_bindings_.size(); ++i) {
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if (static_cast<int>(key_states[key_bindings_[i].scancode]) != 0 && !key_bindings_[i].active) {
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key_bindings_[i].active = true;
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for (auto& key_binding : key_bindings_) {
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if (static_cast<int>(key_states[key_binding.scancode]) != 0 && !key_binding.active) {
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key_binding.active = true;
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return true;
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}
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}
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@@ -144,7 +144,7 @@ bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) {
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}
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// Busca si hay mandos conectados
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bool Input::discoverGameControllers() {
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auto Input::discoverGameControllers() -> bool {
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bool found = false;
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// Asegúrate de que el subsistema de gamepads está inicializado
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@@ -155,7 +155,7 @@ bool Input::discoverGameControllers() {
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// Carga el mapping de mandos desde archivo
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if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) {
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std::cout << "Error, could not load " << game_controller_db_path_.c_str()
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<< " file: " << SDL_GetError() << std::endl;
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<< " file: " << SDL_GetError() << '\n';
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}
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// En SDL3 ya no existe SDL_NumJoysticks()
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@@ -177,12 +177,12 @@ bool Input::discoverGameControllers() {
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}
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}
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std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl;
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std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << '\n';
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if (num_joysticks_ != num_gamepads_) {
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std::cout << "Joysticks found: " << num_joysticks_ << std::endl;
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std::cout << "Gamepads found : " << num_gamepads_ << std::endl;
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std::cout << "Joysticks found: " << num_joysticks_ << '\n';
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std::cout << "Gamepads found : " << num_gamepads_ << '\n';
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} else {
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std::cout << "Gamepads found: " << num_gamepads_ << std::endl;
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std::cout << "Gamepads found: " << num_gamepads_ << '\n';
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}
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if (num_gamepads_ > 0) {
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@@ -195,10 +195,10 @@ bool Input::discoverGameControllers() {
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connected_controllers_.push_back(pad);
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const char* name = SDL_GetGamepadName(pad);
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std::cout << "#" << i << ": " << ((name != nullptr) ? name : "Unknown") << std::endl;
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controller_names_.push_back((name != nullptr) ? name : "Unknown");
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std::cout << "#" << i << ": " << ((name != nullptr) ? name : "Unknown") << '\n';
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controller_names_.emplace_back((name != nullptr) ? name : "Unknown");
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} else {
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std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
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std::cout << "SDL_GetError() = " << SDL_GetError() << '\n';
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}
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}
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}
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@@ -209,21 +209,21 @@ bool Input::discoverGameControllers() {
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SDL_free(joystick_ids);
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std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl;
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std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << '\n';
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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() const { return num_gamepads_ > 0; }
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auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; }
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// Obten el nombre de un mando de juego
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std::string Input::getControllerName(int controller_index) const { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
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auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); }
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// Obten el número de mandos conectados
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int Input::getNumControllers() const { return num_gamepads_; }
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auto Input::getNumControllers() const -> int { return num_gamepads_; }
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// Obtiene el indice del controlador a partir de un event.id
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int Input::getJoyIndex(SDL_JoystickID id) const {
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auto Input::getJoyIndex(SDL_JoystickID id) const -> int {
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for (int i = 0; i < num_joysticks_; ++i) {
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if (SDL_GetJoystickID(joysticks_[i]) == id) {
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return i;
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@@ -233,18 +233,18 @@ int Input::getJoyIndex(SDL_JoystickID id) const {
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}
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// Obtiene el SDL_GamepadButton asignado a un input
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SDL_GamepadButton Input::getControllerBinding(int controller_index, InputAction input) const {
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auto Input::getControllerBinding(int controller_index, InputAction input) const -> SDL_GamepadButton {
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return controller_bindings_[controller_index][static_cast<int>(input)].button;
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}
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// Obtiene el indice a partir del nombre del mando
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int Input::getIndexByName(const std::string& name) const {
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auto it = std::find(controller_names_.begin(), controller_names_.end(), name);
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auto Input::getIndexByName(const std::string& name) const -> int {
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auto it = std::ranges::find(controller_names_, name);
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return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1;
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}
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// Comprueba el eje del mando
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bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat) {
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auto Input::checkAxisInput(InputAction input, int controller_index, bool repeat) -> bool {
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// Umbral para considerar el eje como activo
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const Sint16 THRESHOLD = 30000;
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bool axis_active_now = false;
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