Files
jaildoctors_dilemma/source/input.cpp
2025-02-21 19:45:29 +01:00

333 lines
6.7 KiB
C++

#include "input.h"
#include <SDL2/SDL.h> // Para SDL_INIT_GAMECONTROLLER, SDL_InitSubS...
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_events.h> // Para SDL_ENABLE
#include <SDL2/SDL_joystick.h> // Para SDL_NumJoysticks
#include <SDL2/SDL_keyboard.h> // Para SDL_GetKeyboardState
#include <iostream> // Para basic_ostream, operator<<, cout, basi...
// [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)
: db_path_(game_controller_db_path)
{
// Inicializa las variables
keyBindings_t kb;
kb.scancode = 0;
kb.active = false;
key_bindings_.resize(input_number_of_inputs, kb);
GameControllerBindings_t gcb;
gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
gcb.active = false;
game_controller_bindings_.resize(input_number_of_inputs, gcb);
}
// Actualiza el estado del objeto
void Input::update()
{
if (disabled_until_ == d_keyPressed && !checkAnyInput())
{
enable();
}
}
// Asigna inputs a teclas
void Input::bindKey(Uint8 input, SDL_Scancode code)
{
key_bindings_[input].scancode = code;
}
// Asigna inputs a botones del mando
void Input::bindGameControllerButton(Uint8 input, SDL_GameControllerButton button)
{
game_controller_bindings_[input].button = button;
}
// Comprueba si un input esta activo
bool Input::checkInput(Uint8 input, bool repeat, int device, int index)
{
if (!enabled_)
{
return false;
}
bool successKeyboard = false;
bool successGameController = false;
if (device == INPUT_USE_ANY)
{
index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
{
const Uint8 *keyStates = SDL_GetKeyboardState(nullptr);
if (repeat)
{
if (keyStates[key_bindings_[input].scancode] != 0)
{
successKeyboard = true;
}
else
{
successKeyboard = false;
}
}
else
{
if (!key_bindings_[input].active)
{
if (keyStates[key_bindings_[input].scancode] != 0)
{
key_bindings_[input].active = true;
successKeyboard = true;
}
else
{
successKeyboard = false;
}
}
else
{
if (keyStates[key_bindings_[input].scancode] == 0)
{
key_bindings_[input].active = false;
successKeyboard = false;
}
else
{
successKeyboard = false;
}
}
}
}
if (gameControllerFound())
if ((device == INPUT_USE_GAMECONTROLLER) || (device == INPUT_USE_ANY))
{
if (repeat)
{
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) != 0)
{
successGameController = true;
}
else
{
successGameController = false;
}
}
else
{
if (!game_controller_bindings_[input].active)
{
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) != 0)
{
game_controller_bindings_[input].active = true;
successGameController = true;
}
else
{
successGameController = false;
}
}
else
{
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[input].button) == 0)
{
game_controller_bindings_[input].active = false;
successGameController = false;
}
else
{
successGameController = false;
}
}
}
}
return (successKeyboard || successGameController);
}
// Comprueba si hay almenos un input activo
bool Input::checkAnyInput(int device, int index)
{
if (device == INPUT_USE_ANY)
{
index = 0;
}
if (device == INPUT_USE_KEYBOARD || device == INPUT_USE_ANY)
{
const Uint8 *mKeystates = SDL_GetKeyboardState(nullptr);
for (int i = 0; i < (int)key_bindings_.size(); ++i)
{
if (mKeystates[key_bindings_[i].scancode] != 0)
{
return true;
}
}
}
if (gameControllerFound())
{
if (device == INPUT_USE_GAMECONTROLLER || device == INPUT_USE_ANY)
{
for (int i = 0; i < (int)game_controller_bindings_.size(); ++i)
{
if (SDL_GameControllerGetButton(connected_controllers_[index], game_controller_bindings_[i].button) != 0)
{
return true;
}
}
}
}
return false;
}
// Busca si hay un mando conectado
bool Input::discoverGameController()
{
bool found = false;
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
{
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
if (SDL_GameControllerAddMappingsFromFile(db_path_.c_str()) < 0)
{
if (verbose_)
{
std::cout << "Error, could not load " << db_path_.c_str() << " file: " << SDL_GetError() << std::endl;
}
}
const int nJoysticks = SDL_NumJoysticks();
num_gamepads_ = 0;
// Cuenta el numero de mandos
for (int i = 0; i < nJoysticks; ++i)
{
if (SDL_IsGameController(i))
{
num_gamepads_++;
}
}
if (verbose_)
{
std::cout << "\nChecking for game controllers...\n";
std::cout << nJoysticks << " joysticks found, " << num_gamepads_ << " are gamepads\n";
}
if (num_gamepads_ > 0)
{
found = true;
for (int i = 0; i < num_gamepads_; i++)
{
// Abre el mando y lo añade a la lista
SDL_GameController *pad = SDL_GameControllerOpen(i);
if (SDL_GameControllerGetAttached(pad) == 1)
{
connected_controllers_.push_back(pad);
const std::string separator(" #");
std::string name = SDL_GameControllerNameForIndex(i);
name.resize(25);
name = name + separator + std::to_string(i);
if (verbose_)
{
std::cout << name << std::endl;
}
controller_names_.push_back(name);
}
else
{
if (verbose_)
{
std::cout << "SDL_GetError() = " << SDL_GetError() << std::endl;
}
}
}
SDL_GameControllerEventState(SDL_ENABLE);
}
return found;
}
// Comprueba si hay algun mando conectado
bool Input::gameControllerFound()
{
if (num_gamepads_ > 0)
{
return true;
}
else
{
return false;
}
}
// Obten el nombre de un mando de juego
std::string Input::getControllerName(int index)
{
if (num_gamepads_ > 0)
{
return controller_names_[index];
}
else
{
return "";
}
}
// Obten el numero de mandos conectados
int Input::getNumControllers()
{
return num_gamepads_;
}
// Establece si ha de mostrar mensajes
void Input::setVerbose(bool value)
{
verbose_ = value;
}
// Deshabilita las entradas durante un periodo de tiempo
void Input::disableUntil(i_disable_e value)
{
disabled_until_ = value;
enabled_ = false;
}
// Hablita las entradas
void Input::enable()
{
enabled_ = true;
disabled_until_ = d_notDisabled;
}