31ce3c5fd0
-fix some menus -fixed bug in out transition curves -detect and remove file:/// in collada -remove multiscript for now -remove dependencies on mouse in OS, moved to Input -avoid fscache from screwing up (fix might make it slower, but it works) -funcref was missing, it's there now
143 lines
4.5 KiB
C++
143 lines
4.5 KiB
C++
/*************************************************************************/
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/* input.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef INPUT_H
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#define INPUT_H
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#include "object.h"
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#include "os/thread_safe.h"
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#include "os/main_loop.h"
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class Input : public Object {
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OBJ_TYPE( Input, Object );
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static Input *singleton;
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protected:
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static void _bind_methods();
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public:
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enum MouseMode {
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MOUSE_MODE_VISIBLE,
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MOUSE_MODE_HIDDEN,
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MOUSE_MODE_CAPTURED
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};
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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static Input *get_singleton();
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virtual bool is_key_pressed(int p_scancode)=0;
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virtual bool is_mouse_button_pressed(int p_button)=0;
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virtual bool is_joy_button_pressed(int p_device, int p_button)=0;
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virtual bool is_action_pressed(const StringName& p_action)=0;
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virtual float get_joy_axis(int p_device,int p_axis)=0;
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virtual Point2 get_mouse_pos() const=0;
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virtual Point2 get_mouse_speed() const=0;
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virtual int get_mouse_button_mask() const=0;
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virtual Vector3 get_accelerometer()=0;
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virtual void action_press(const StringName& p_action)=0;
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virtual void action_release(const StringName& p_action)=0;
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Input();
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};
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VARIANT_ENUM_CAST(Input::MouseMode);
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class InputDefault : public Input {
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OBJ_TYPE( InputDefault, Input );
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_THREAD_SAFE_CLASS_
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int mouse_button_mask;
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Set<int> keys_pressed;
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Set<int> joy_buttons_pressed;
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Map<int,float> joy_axis;
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Map<StringName,int> custom_action_press;
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Vector3 accelerometer;
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Vector2 mouse_pos;
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MainLoop *main_loop;
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struct SpeedTrack {
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uint64_t last_tick;
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Vector2 speed;
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Vector2 accum;
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float accum_t;
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float min_ref_frame;
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float max_ref_frame;
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void update(const Vector2& p_delta_p);
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void reset();
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SpeedTrack();
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};
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SpeedTrack mouse_speed_track;
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public:
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virtual bool is_key_pressed(int p_scancode);
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virtual bool is_mouse_button_pressed(int p_button);
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virtual bool is_joy_button_pressed(int p_device, int p_button);
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virtual bool is_action_pressed(const StringName& p_action);
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virtual float get_joy_axis(int p_device,int p_axis);
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virtual Vector3 get_accelerometer();
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virtual Point2 get_mouse_pos() const;
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virtual Point2 get_mouse_speed() const;
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virtual int get_mouse_button_mask() const;
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void parse_input_event(const InputEvent& p_event);
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void set_accelerometer(const Vector3& p_accel);
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void set_joy_axis(int p_device,int p_axis,float p_value);
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void set_main_loop(MainLoop *main_loop);
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void set_mouse_pos(const Point2& p_posf);
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void action_press(const StringName& p_action);
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void action_release(const StringName& p_action);
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void iteration(float p_step);
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InputDefault();
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};
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#endif // INPUT_H
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