#include "core/input/input.hpp" #include #include // Para find #include // Para basic_ostream, operator<<, cout, endl #include // Para distance #include // Para unordered_map, operator==, _Node_cons... #include // Para pair // [SINGLETON] Input* Input::input = nullptr; // [SINGLETON] Crearemos el objeto con esta función estática void Input::init(const std::string& game_controller_db_path) { Input::input = new Input(game_controller_db_path); } // [SINGLETON] Destruiremos el objeto con esta función estática void Input::destroy() { delete Input::input; } // [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él auto Input::get() -> Input* { return Input::input; } // Constructor Input::Input(const std::string& game_controller_db_path) : game_controller_db_path_(std::move(game_controller_db_path)) { // Busca si hay mandos conectados discoverGameControllers(); // Inicializa los vectores key_bindings_.resize(static_cast(InputAction::SIZE), KeyBindings()); controller_bindings_.resize(num_gamepads_, std::vector(static_cast(InputAction::SIZE), ControllerBindings())); // Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas button_inputs_ = {InputAction::JUMP}; } // Asigna inputs a teclas void Input::bindKey(InputAction input, SDL_Scancode code) { key_bindings_.at(static_cast(input)).scancode = code; } // Asigna inputs a botones del mando void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GamepadButton button) { if (controller_index < num_gamepads_) { controller_bindings_.at(controller_index).at(static_cast(input)).button = button; } } // Asigna inputs a botones del mando void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source) { if (controller_index < num_gamepads_) { controller_bindings_.at(controller_index).at(static_cast(input_target)).button = controller_bindings_.at(controller_index).at(static_cast(input_source)).button; } } // Comprueba si un input esta activo auto Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index) -> bool { bool success_keyboard = false; bool success_controller = false; const int INPUT_INDEX = static_cast(input); if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const auto* key_states = SDL_GetKeyboardState(nullptr); if (repeat) { success_keyboard = static_cast(key_states[key_bindings_[INPUT_INDEX].scancode]) != 0; } else { if (!key_bindings_[INPUT_INDEX].active) { if (static_cast(key_states[key_bindings_[INPUT_INDEX].scancode]) != 0) { key_bindings_[INPUT_INDEX].active = true; success_keyboard = true; } else { success_keyboard = false; } } else { if (static_cast(key_states[key_bindings_[INPUT_INDEX].scancode]) == 0) { key_bindings_[INPUT_INDEX].active = false; } success_keyboard = false; } } } if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) { if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY)) { success_controller = checkAxisInput(input, controller_index, repeat); if (!success_controller) { if (repeat) { success_controller = static_cast(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) != 0; } else { if (!controller_bindings_.at(controller_index).at(INPUT_INDEX).active) { if (static_cast(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) != 0) { controller_bindings_.at(controller_index).at(INPUT_INDEX).active = true; success_controller = true; } else { success_controller = false; } } else { if (static_cast(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) == 0) { controller_bindings_.at(controller_index).at(INPUT_INDEX).active = false; } success_controller = false; } } } } } return (success_keyboard || success_controller); } // Comprueba si hay almenos un input activo auto Input::checkAnyInput(InputDeviceToUse device, int controller_index) -> bool { if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const bool* key_states = SDL_GetKeyboardState(nullptr); for (auto& key_binding : key_bindings_) { if (static_cast(key_states[key_binding.scancode]) != 0 && !key_binding.active) { key_binding.active = true; return true; } } } if (gameControllerFound()) { if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) { for (int i = 0; i < (int)controller_bindings_.size(); ++i) { if (static_cast(SDL_GetGamepadButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button)) != 0 && !controller_bindings_[controller_index][i].active) { controller_bindings_[controller_index][i].active = true; return true; } } } } return false; } // Busca si hay mandos conectados auto Input::discoverGameControllers() -> bool { bool found = false; // Asegúrate de que el subsistema de gamepads está inicializado if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) { SDL_InitSubSystem(SDL_INIT_GAMEPAD); } // Carga el mapping de mandos desde archivo if (SDL_AddGamepadMappingsFromFile(game_controller_db_path_.c_str()) < 0) { std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << '\n'; } // En SDL3 ya no existe SDL_NumJoysticks() // Ahora se obtiene un array dinámico de IDs int num_joysticks = 0; SDL_JoystickID* joystick_ids = SDL_GetJoysticks(&num_joysticks); num_joysticks_ = num_joysticks; num_gamepads_ = 0; joysticks_.clear(); // Recorremos todos los joysticks detectados for (int i = 0; i < num_joysticks_; ++i) { SDL_Joystick* joy = SDL_OpenJoystick(joystick_ids[i]); joysticks_.push_back(joy); if (SDL_IsGamepad(joystick_ids[i])) { num_gamepads_++; } } std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << '\n'; if (num_joysticks_ != num_gamepads_) { std::cout << "Joysticks found: " << num_joysticks_ << '\n'; std::cout << "Gamepads found : " << num_gamepads_ << '\n'; } else { std::cout << "Gamepads found: " << num_gamepads_ << '\n'; } if (num_gamepads_ > 0) { found = true; for (int i = 0; i < num_joysticks_; i++) { if (SDL_IsGamepad(joystick_ids[i])) { SDL_Gamepad* pad = SDL_OpenGamepad(joystick_ids[i]); if ((pad != nullptr) && SDL_GamepadConnected(pad)) { connected_controllers_.push_back(pad); const char* name = SDL_GetGamepadName(pad); std::cout << "#" << i << ": " << ((name != nullptr) ? name : "Unknown") << '\n'; controller_names_.emplace_back((name != nullptr) ? name : "Unknown"); } else { std::cout << "SDL_GetError() = " << SDL_GetError() << '\n'; } } } // En SDL3 ya no hace falta SDL_GameControllerEventState() // Los eventos de gamepad están siempre habilitados } SDL_free(joystick_ids); std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << '\n'; return found; } // Comprueba si hay algun mando conectado auto Input::gameControllerFound() const -> bool { return num_gamepads_ > 0; } // Obten el nombre de un mando de juego auto Input::getControllerName(int controller_index) const -> std::string { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); } // Obten el número de mandos conectados auto Input::getNumControllers() const -> int { return num_gamepads_; } // Obtiene el indice del controlador a partir de un event.id auto Input::getJoyIndex(SDL_JoystickID id) const -> int { for (int i = 0; i < num_joysticks_; ++i) { if (SDL_GetJoystickID(joysticks_[i]) == id) { return i; } } return -1; } // Obtiene el SDL_GamepadButton asignado a un input auto Input::getControllerBinding(int controller_index, InputAction input) const -> SDL_GamepadButton { return controller_bindings_[controller_index][static_cast(input)].button; } // Obtiene el indice a partir del nombre del mando auto Input::getIndexByName(const std::string& name) const -> int { auto it = std::ranges::find(controller_names_, name); return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1; } // Comprueba el eje del mando auto Input::checkAxisInput(InputAction input, int controller_index, bool repeat) -> bool { // Umbral para considerar el eje como activo const Sint16 THRESHOLD = 30000; bool axis_active_now = false; switch (input) { case InputAction::LEFT: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -THRESHOLD; break; case InputAction::RIGHT: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > THRESHOLD; break; case InputAction::UP: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -THRESHOLD; break; case InputAction::DOWN: axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > THRESHOLD; break; default: return false; } // Referencia al binding correspondiente auto& binding = controller_bindings_.at(controller_index).at(static_cast(input)); if (repeat) { // Si se permite repetir, simplemente devolvemos el estado actual return axis_active_now; } // Si no se permite repetir, aplicamos la lógica de transición if (axis_active_now && !binding.axis_active) { // Transición de inactivo a activo binding.axis_active = true; return true; } if (!axis_active_now && binding.axis_active) { // Transición de activo a inactivo binding.axis_active = false; } // Mantener el estado actual return false; }