godot/main/input_default.h

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#ifndef INPUT_DEFAULT_H
#define INPUT_DEFAULT_H
#include "os/input.h"
class InputDefault : public Input {
OBJ_TYPE( InputDefault, Input );
_THREAD_SAFE_CLASS_
int mouse_button_mask;
Set<int> keys_pressed;
Set<int> joy_buttons_pressed;
Map<int,float> joy_axis;
Map<StringName,int> custom_action_press;
Map<int, String> joy_names;
Vector3 accelerometer;
Vector2 mouse_pos;
MainLoop *main_loop;
bool emulate_touch;
struct SpeedTrack {
uint64_t last_tick;
Vector2 speed;
Vector2 accum;
float accum_t;
float min_ref_frame;
float max_ref_frame;
void update(const Vector2& p_delta_p);
void reset();
SpeedTrack();
};
SpeedTrack mouse_speed_track;
RES custom_cursor;
public:
virtual bool is_key_pressed(int p_scancode);
virtual bool is_mouse_button_pressed(int p_button);
virtual bool is_joy_button_pressed(int p_device, int p_button);
virtual bool is_action_pressed(const StringName& p_action);
virtual float get_joy_axis(int p_device,int p_axis);
String get_joy_name(int p_idx);
void joy_connection_changed(int p_idx, bool p_connected, String p_name);
virtual Vector3 get_accelerometer();
virtual Point2 get_mouse_pos() const;
virtual Point2 get_mouse_speed() const;
virtual int get_mouse_button_mask() const;
virtual void warp_mouse_pos(const Vector2& p_to);
void parse_input_event(const InputEvent& p_event);
void set_accelerometer(const Vector3& p_accel);
void set_joy_axis(int p_device,int p_axis,float p_value);
void set_main_loop(MainLoop *main_loop);
void set_mouse_pos(const Point2& p_posf);
void action_press(const StringName& p_action);
void action_release(const StringName& p_action);
void iteration(float p_step);
void set_emulate_touch(bool p_emulate);
virtual bool is_emulating_touchscreen() const;
virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2());
virtual void set_mouse_in_window(bool p_in_window);
InputDefault();
};
#endif // INPUT_DEFAULT_H