/*************************************************************************/ /* input_map.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "input_map.h" #include "core/os/input.h" #include "core/os/keyboard.h" #include "core/project_settings.h" InputMap *InputMap::singleton = NULL; int InputMap::ALL_DEVICES = -1; void InputMap::_bind_methods() { ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action); ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions); ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f)); ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action); ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone); ClassDB::bind_method(D_METHOD("action_get_deadzone", "action"), &InputMap::action_get_deadzone); ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event); ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event); ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event); ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events); ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list); ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action); ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals); } /** * Returns an nonexistent action error message with a suggestion of the closest * matching action name (if possible). */ String InputMap::_suggest_actions(const StringName &p_action) const { List actions = get_actions(); StringName closest_action; float closest_similarity = 0.0; // Find the most action with the most similar name. for (List::Element *E = actions.front(); E; E = E->next()) { const float similarity = String(E->get()).similarity(p_action); if (similarity > closest_similarity) { closest_action = E->get(); closest_similarity = similarity; } } String error_message = vformat("The InputMap action \"%s\" doesn't exist.", p_action); if (closest_similarity >= 0.4) { // Only include a suggestion in the error message if it's similar enough. error_message += vformat(" Did you mean \"%s\"?", closest_action); } return error_message; } void InputMap::add_action(const StringName &p_action, float p_deadzone) { ERR_FAIL_COND_MSG(input_map.has(p_action), "InputMap already has action \"" + String(p_action) + "\"."); input_map[p_action] = Action(); static int last_id = 1; input_map[p_action].id = last_id; input_map[p_action].deadzone = p_deadzone; last_id++; } void InputMap::erase_action(const StringName &p_action) { ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action)); input_map.erase(p_action); } Array InputMap::_get_actions() { Array ret; List actions = get_actions(); if (actions.empty()) return ret; for (const List::Element *E = actions.front(); E; E = E->next()) { ret.push_back(E->get()); } return ret; } List InputMap::get_actions() const { List actions = List(); if (input_map.empty()) { return actions; } for (Map::Element *E = input_map.front(); E; E = E->next()) { actions.push_back(E->key()); } return actions; } List >::Element *InputMap::_find_event(Action &p_action, const Ref &p_event, bool *p_pressed, float *p_strength) const { ERR_FAIL_COND_V(!p_event.is_valid(), NULL); for (List >::Element *E = p_action.inputs.front(); E; E = E->next()) { const Ref e = E->get(); //if (e.type != Ref::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here? // continue; int device = e->get_device(); if (device == ALL_DEVICES || device == p_event->get_device()) { if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) { return E; } } } return NULL; } bool InputMap::has_action(const StringName &p_action) const { return input_map.has(p_action); } float InputMap::action_get_deadzone(const StringName &p_action) { ERR_FAIL_COND_V_MSG(!input_map.has(p_action), 0.0f, _suggest_actions(p_action)); return input_map[p_action].deadzone; } void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) { ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action)); input_map[p_action].deadzone = p_deadzone; } void InputMap::action_add_event(const StringName &p_action, const Ref &p_event) { ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object."); ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action)); if (_find_event(input_map[p_action], p_event)) return; //already gots input_map[p_action].inputs.push_back(p_event); } bool InputMap::action_has_event(const StringName &p_action, const Ref &p_event) { ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, _suggest_actions(p_action)); return (_find_event(input_map[p_action], p_event) != NULL); } void InputMap::action_erase_event(const StringName &p_action, const Ref &p_event) { ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action)); List >::Element *E = _find_event(input_map[p_action], p_event); if (E) { input_map[p_action].inputs.erase(E); if (Input::get_singleton()->is_action_pressed(p_action)) { Input::get_singleton()->action_release(p_action); } } } void InputMap::action_erase_events(const StringName &p_action) { ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action)); input_map[p_action].inputs.clear(); } Array InputMap::_get_action_list(const StringName &p_action) { Array ret; const List > *al = get_action_list(p_action); if (al) { for (const List >::Element *E = al->front(); E; E = E->next()) { ret.push_back(E->get()); } } return ret; } const List > *InputMap::get_action_list(const StringName &p_action) { const Map::Element *E = input_map.find(p_action); if (!E) return NULL; return &E->get().inputs; } bool InputMap::event_is_action(const Ref &p_event, const StringName &p_action) const { return event_get_action_status(p_event, p_action); } bool InputMap::event_get_action_status(const Ref &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const { Map::Element *E = input_map.find(p_action); ERR_FAIL_COND_V_MSG(!E, false, _suggest_actions(p_action)); Ref input_event_action = p_event; if (input_event_action.is_valid()) { if (p_pressed != NULL) *p_pressed = input_event_action->is_pressed(); if (p_strength != NULL) *p_strength = (p_pressed != NULL && *p_pressed) ? input_event_action->get_strength() : 0.0f; return input_event_action->get_action() == p_action; } bool pressed; float strength; List >::Element *event = _find_event(E->get(), p_event, &pressed, &strength); if (event != NULL) { if (p_pressed != NULL) *p_pressed = pressed; if (p_strength != NULL) *p_strength = strength; return true; } else { return false; } } const Map &InputMap::get_action_map() const { return input_map; } void InputMap::load_from_globals() { input_map.clear(); List pinfo; ProjectSettings::get_singleton()->get_property_list(&pinfo); for (List::Element *E = pinfo.front(); E; E = E->next()) { const PropertyInfo &pi = E->get(); if (!pi.name.begins_with("input/")) continue; String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length()); Dictionary action = ProjectSettings::get_singleton()->get(pi.name); float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f; Array events = action["events"]; add_action(name, deadzone); for (int i = 0; i < events.size(); i++) { Ref event = events[i]; if (event.is_null()) continue; action_add_event(name, event); } } } void InputMap::load_default() { Ref key; add_action("ui_accept"); key.instance(); key->set_scancode(KEY_ENTER); action_add_event("ui_accept", key); key.instance(); key->set_scancode(KEY_KP_ENTER); action_add_event("ui_accept", key); key.instance(); key->set_scancode(KEY_SPACE); action_add_event("ui_accept", key); add_action("ui_select"); key.instance(); key->set_scancode(KEY_SPACE); action_add_event("ui_select", key); add_action("ui_cancel"); key.instance(); key->set_scancode(KEY_ESCAPE); action_add_event("ui_cancel", key); add_action("ui_focus_next"); key.instance(); key->set_scancode(KEY_TAB); action_add_event("ui_focus_next", key); add_action("ui_focus_prev"); key.instance(); key->set_scancode(KEY_TAB); key->set_shift(true); action_add_event("ui_focus_prev", key); add_action("ui_left"); key.instance(); key->set_scancode(KEY_LEFT); action_add_event("ui_left", key); add_action("ui_right"); key.instance(); key->set_scancode(KEY_RIGHT); action_add_event("ui_right", key); add_action("ui_up"); key.instance(); key->set_scancode(KEY_UP); action_add_event("ui_up", key); add_action("ui_down"); key.instance(); key->set_scancode(KEY_DOWN); action_add_event("ui_down", key); add_action("ui_page_up"); key.instance(); key->set_scancode(KEY_PAGEUP); action_add_event("ui_page_up", key); add_action("ui_page_down"); key.instance(); key->set_scancode(KEY_PAGEDOWN); action_add_event("ui_page_down", key); add_action("ui_home"); key.instance(); key->set_scancode(KEY_HOME); action_add_event("ui_home", key); add_action("ui_end"); key.instance(); key->set_scancode(KEY_END); action_add_event("ui_end", key); } InputMap::InputMap() { ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist."); singleton = this; }