#include "input.h" #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 Input* Input::get() { return Input::input_; } // Constructor Input::Input(const std::string& game_controller_db_path) : game_controller_db_path_(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_GameControllerButton 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 bool Input::checkInput(InputAction input, bool repeat, InputDeviceToUse device, int controller_index) { bool success_keyboard = false; bool success_controller = false; const int input_index = static_cast(input); if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const Uint8* keyStates = SDL_GetKeyboardState(nullptr); if (repeat) { success_keyboard = keyStates[key_bindings_[input_index].scancode] != 0; } else { if (!key_bindings_[input_index].active) { if (keyStates[key_bindings_[input_index].scancode] != 0) { key_bindings_[input_index].active = true; success_keyboard = true; } else { success_keyboard = false; } } else { if (keyStates[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 = SDL_GameControllerGetButton(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 (SDL_GameControllerGetButton(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 (SDL_GameControllerGetButton(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 bool Input::checkAnyInput(InputDeviceToUse device, int controller_index) { if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) { const Uint8* mKeystates = SDL_GetKeyboardState(nullptr); for (int i = 0; i < (int)key_bindings_.size(); ++i) { if (mKeystates[key_bindings_[i].scancode] != 0 && !key_bindings_[i].active) { key_bindings_[i].active = true; return true; } } } if (gameControllerFound()) { if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) { for (int i = 0; i < (int)controller_bindings_.size(); ++i) { if (SDL_GameControllerGetButton(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 bool Input::discoverGameControllers() { bool found = false; if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1) { SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); } if (SDL_GameControllerAddMappingsFromFile(game_controller_db_path_.c_str()) < 0) { std::cout << "Error, could not load " << game_controller_db_path_.c_str() << " file: " << SDL_GetError() << std::endl; } num_joysticks_ = SDL_NumJoysticks(); num_gamepads_ = 0; // Cuenta el número de mandos joysticks_.clear(); for (int i = 0; i < num_joysticks_; ++i) { auto joy = SDL_JoystickOpen(i); joysticks_.push_back(joy); if (SDL_IsGameController(i)) { num_gamepads_++; } } std::cout << "\n** LOOKING FOR GAME CONTROLLERS" << std::endl; if (num_joysticks_ != num_gamepads_) { std::cout << "Joysticks found: " << num_joysticks_ << std::endl; std::cout << "Gamepads found : " << num_gamepads_ << std::endl; } else { std::cout << "Gamepads found: " << num_gamepads_ << std::endl; } if (num_gamepads_ > 0) { found = true; for (int i = 0; i < num_gamepads_; i++) { // Abre el mando y lo añade a la lista auto pad = SDL_GameControllerOpen(i); if (SDL_GameControllerGetAttached(pad) == 1) { connected_controllers_.push_back(pad); const std::string name = SDL_GameControllerNameForIndex(i); std::cout << "#" << i << ": " << name << std::endl; controller_names_.push_back(name); } else { std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl; } } SDL_GameControllerEventState(SDL_ENABLE); } std::cout << "\n** FINISHED LOOKING FOR GAME CONTROLLERS" << std::endl; return found; } // Comprueba si hay algun mando conectado bool Input::gameControllerFound() { return num_gamepads_ > 0 ? true : false; } // Obten el nombre de un mando de juego std::string Input::getControllerName(int controller_index) const { return num_gamepads_ > 0 ? controller_names_.at(controller_index) : std::string(); } // Obten el número de mandos conectados int Input::getNumControllers() const { return num_gamepads_; } // Obtiene el indice del controlador a partir de un event.id int Input::getJoyIndex(int id) const { for (int i = 0; i < num_joysticks_; ++i) { if (SDL_JoystickInstanceID(joysticks_[i]) == id) { return i; } } return -1; } // Obtiene el SDL_GameControllerButton asignado a un input SDL_GameControllerButton Input::getControllerBinding(int controller_index, InputAction input) const { return controller_bindings_[controller_index][static_cast(input)].button; } // Obtiene el indice a partir del nombre del mando int Input::getIndexByName(const std::string& name) const { auto it = std::find(controller_names_.begin(), controller_names_.end(), name); return it != controller_names_.end() ? std::distance(controller_names_.begin(), it) : -1; } // Comprueba el eje del mando bool Input::checkAxisInput(InputAction input, int controller_index, bool repeat) { // 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_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) < -threshold; break; case InputAction::RIGHT: axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTX) > threshold; break; case InputAction::UP: axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_AXIS_LEFTY) < -threshold; break; case InputAction::DOWN: axis_active_now = SDL_GameControllerGetAxis(connected_controllers_[controller_index], SDL_CONTROLLER_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; } else { // 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; } else if (!axis_active_now && binding.axis_active) { // Transición de activo a inactivo binding.axis_active = false; } // Mantener el estado actual return false; } }