forked from jaildesigner-jailgames/jaildoctors_dilemma
287 lines
11 KiB
C++
287 lines
11 KiB
C++
#include "core/input/input.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para find
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#include <iostream> // Para basic_ostream, operator<<, cout, endl
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#include <iterator> // Para distance
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#include <unordered_map> // Para unordered_map, operator==, _Node_cons...
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#include <utility> // Para pair
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// [SINGLETON]
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Input* Input::input = nullptr;
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// [SINGLETON] Crearemos el objeto con esta función estática
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void Input::init(const std::string& game_controller_db_path) {
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Input::input = new Input(game_controller_db_path);
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}
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// [SINGLETON] Destruiremos el objeto con esta función estática
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void Input::destroy() {
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delete Input::input;
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}
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// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
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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_(std::move(game_controller_db_path)) {
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// Busca si hay mandos conectados
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discoverGameControllers();
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// Inicializa los vectores
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key_bindings_.resize(static_cast<int>(InputAction::SIZE), KeyBindings());
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controller_bindings_.resize(num_gamepads_, std::vector<ControllerBindings>(static_cast<int>(InputAction::SIZE), ControllerBindings()));
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// Listado de los inputs para jugar que utilizan botones, ni palancas ni crucetas
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button_inputs_ = {InputAction::JUMP};
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}
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// Asigna inputs a teclas
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void Input::bindKey(InputAction input, SDL_Scancode code) {
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key_bindings_.at(static_cast<int>(input)).scancode = code;
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, InputAction input, SDL_GamepadButton button) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input)).button = button;
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}
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}
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// Asigna inputs a botones del mando
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void Input::bindGameControllerButton(int controller_index, InputAction input_target, InputAction input_source) {
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if (controller_index < num_gamepads_) {
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controller_bindings_.at(controller_index).at(static_cast<int>(input_target)).button = controller_bindings_.at(controller_index).at(static_cast<int>(input_source)).button;
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}
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}
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// Comprueba si un input esta activo
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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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if (device == InputDeviceToUse::KEYBOARD || device == InputDeviceToUse::ANY) {
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const auto* key_states = SDL_GetKeyboardState(nullptr);
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if (repeat) {
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success_keyboard = static_cast<int>(key_states[key_bindings_[INPUT_INDEX].scancode]) != 0;
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} else {
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if (!key_bindings_[INPUT_INDEX].active) {
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if (static_cast<int>(key_states[key_bindings_[INPUT_INDEX].scancode]) != 0) {
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key_bindings_[INPUT_INDEX].active = true;
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success_keyboard = true;
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} else {
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success_keyboard = false;
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}
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} else {
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if (static_cast<int>(key_states[key_bindings_[INPUT_INDEX].scancode]) == 0) {
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key_bindings_[INPUT_INDEX].active = false;
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}
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success_keyboard = false;
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}
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}
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}
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if (gameControllerFound() && controller_index >= 0 && controller_index < num_gamepads_) {
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if ((device == InputDeviceToUse::CONTROLLER) || (device == InputDeviceToUse::ANY)) {
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success_controller = checkAxisInput(input, controller_index, repeat);
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if (!success_controller) {
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if (repeat) {
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success_controller = static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) != 0;
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} else {
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if (!controller_bindings_.at(controller_index).at(INPUT_INDEX).active) {
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if (static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) != 0) {
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controller_bindings_.at(controller_index).at(INPUT_INDEX).active = true;
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success_controller = true;
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} else {
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success_controller = false;
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}
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} else {
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if (static_cast<int>(SDL_GetGamepadButton(connected_controllers_.at(controller_index), controller_bindings_.at(controller_index).at(INPUT_INDEX).button)) == 0) {
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controller_bindings_.at(controller_index).at(INPUT_INDEX).active = false;
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}
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success_controller = false;
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}
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}
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}
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}
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}
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return (success_keyboard || success_controller);
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}
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// Comprueba si hay almenos un input activo
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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 (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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}
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if (gameControllerFound()) {
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if (device == InputDeviceToUse::CONTROLLER || device == InputDeviceToUse::ANY) {
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for (int i = 0; i < (int)controller_bindings_.size(); ++i) {
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if (static_cast<int>(SDL_GetGamepadButton(connected_controllers_[controller_index], controller_bindings_[controller_index][i].button)) != 0 && !controller_bindings_[controller_index][i].active) {
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controller_bindings_[controller_index][i].active = true;
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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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// Busca si hay mandos conectados
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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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if (SDL_WasInit(SDL_INIT_GAMEPAD) != 1) {
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SDL_InitSubSystem(SDL_INIT_GAMEPAD);
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}
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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() << '\n';
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}
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// En SDL3 ya no existe SDL_NumJoysticks()
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// Ahora se obtiene un array dinámico de IDs
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int num_joysticks = 0;
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SDL_JoystickID* joystick_ids = SDL_GetJoysticks(&num_joysticks);
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num_joysticks_ = num_joysticks;
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num_gamepads_ = 0;
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joysticks_.clear();
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// Recorremos todos los joysticks detectados
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for (int i = 0; i < num_joysticks_; ++i) {
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SDL_Joystick* joy = SDL_OpenJoystick(joystick_ids[i]);
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joysticks_.push_back(joy);
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if (SDL_IsGamepad(joystick_ids[i])) {
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num_gamepads_++;
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}
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}
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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_ << '\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_ << '\n';
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}
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if (num_gamepads_ > 0) {
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found = true;
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for (int i = 0; i < num_joysticks_; i++) {
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if (SDL_IsGamepad(joystick_ids[i])) {
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SDL_Gamepad* pad = SDL_OpenGamepad(joystick_ids[i]);
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if ((pad != nullptr) && SDL_GamepadConnected(pad)) {
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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") << '\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() << '\n';
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}
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}
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}
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// En SDL3 ya no hace falta SDL_GameControllerEventState()
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// Los eventos de gamepad están siempre habilitados
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}
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SDL_free(joystick_ids);
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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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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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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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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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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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}
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}
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return -1;
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}
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// Obtiene el SDL_GamepadButton asignado a un input
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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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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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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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switch (input) {
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case InputAction::LEFT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) < -THRESHOLD;
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break;
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case InputAction::RIGHT:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTX) > THRESHOLD;
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break;
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case InputAction::UP:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) < -THRESHOLD;
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break;
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case InputAction::DOWN:
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axis_active_now = SDL_GetGamepadAxis(connected_controllers_[controller_index], SDL_GAMEPAD_AXIS_LEFTY) > THRESHOLD;
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break;
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default:
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return false;
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}
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// Referencia al binding correspondiente
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auto& binding = controller_bindings_.at(controller_index).at(static_cast<int>(input));
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if (repeat) {
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// Si se permite repetir, simplemente devolvemos el estado actual
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return axis_active_now;
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} // Si no se permite repetir, aplicamos la lógica de transición
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if (axis_active_now && !binding.axis_active) {
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// Transición de inactivo a activo
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binding.axis_active = true;
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return true;
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}
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if (!axis_active_now && binding.axis_active) {
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// Transición de activo a inactivo
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binding.axis_active = false;
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}
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// Mantener el estado actual
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return false;
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} |