godot/platform/android/android_input_handler.h
2022-05-31 17:11:05 +01:00

92 lines
4.2 KiB
C++

/*************************************************************************/
/* android_input_handler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
#ifndef ANDROID_INPUT_HANDLER_H
#define ANDROID_INPUT_HANDLER_H
#include "core/input/input.h"
// This class encapsulates all the handling of input events that come from the Android UI thread.
// Remarks:
// - It's not thread-safe by itself, so its functions must only be called on a single thread, which is the Android UI thread.
// - Its functions must only call thread-safe methods.
class AndroidInputHandler {
public:
struct TouchPos {
int id = 0;
Point2 pos;
};
enum {
JOY_EVENT_BUTTON = 0,
JOY_EVENT_AXIS = 1,
JOY_EVENT_HAT = 2
};
struct JoypadEvent {
int device = 0;
int type = 0;
int index = 0; // Can be either JoyAxis or JoyButton.
bool pressed = false;
float value = 0;
HatMask hat = HatMask::CENTER;
};
private:
bool alt_mem = false;
bool shift_mem = false;
bool control_mem = false;
bool meta_mem = false;
MouseButton buttons_state = MouseButton::NONE;
Vector<TouchPos> touch;
Point2 hover_prev_pos; // needed to calculate the relative position on hover events
Point2 scroll_prev_pos; // needed to calculate the relative position on scroll events
void _set_key_modifier_state(Ref<InputEventWithModifiers> ev);
static MouseButton _button_index_from_mask(MouseButton button_mask);
static MouseButton _android_button_mask_to_godot_button_mask(int android_button_mask);
void _wheel_button_click(MouseButton event_buttons_mask, const Ref<InputEventMouseButton> &ev, MouseButton wheel_button, float factor);
public:
void process_touch(int p_event, int p_pointer, const Vector<TouchPos> &p_points);
void process_hover(int p_type, Point2 p_pos);
void process_mouse_event(int input_device, int event_action, int event_android_buttons_mask, Point2 event_pos, float event_vertical_factor = 0, float event_horizontal_factor = 0);
void process_double_tap(int event_android_button_mask, Point2 p_pos);
void process_scroll(Point2 p_pos);
void process_joy_event(JoypadEvent p_event);
void process_key_event(int p_keycode, int p_scancode, int p_unicode_char, bool p_pressed);
};
#endif // ANDROID_INPUT_HANDLER_H