godot/core/input/input.h

391 lines
12 KiB
C++

/**************************************************************************/
/* input.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef INPUT_H
#define INPUT_H
#include "core/input/input_event.h"
#include "core/object/object.h"
#include "core/os/keyboard.h"
#include "core/os/thread_safe.h"
#include "core/templates/rb_set.h"
#include "core/variant/typed_array.h"
class Input : public Object {
GDCLASS(Input, Object);
_THREAD_SAFE_CLASS_
static Input *singleton;
static constexpr uint64_t MAX_EVENT = 32;
public:
enum MouseMode {
MOUSE_MODE_VISIBLE,
MOUSE_MODE_HIDDEN,
MOUSE_MODE_CAPTURED,
MOUSE_MODE_CONFINED,
MOUSE_MODE_CONFINED_HIDDEN,
};
#undef CursorShape
enum CursorShape {
CURSOR_ARROW,
CURSOR_IBEAM,
CURSOR_POINTING_HAND,
CURSOR_CROSS,
CURSOR_WAIT,
CURSOR_BUSY,
CURSOR_DRAG,
CURSOR_CAN_DROP,
CURSOR_FORBIDDEN,
CURSOR_VSIZE,
CURSOR_HSIZE,
CURSOR_BDIAGSIZE,
CURSOR_FDIAGSIZE,
CURSOR_MOVE,
CURSOR_VSPLIT,
CURSOR_HSPLIT,
CURSOR_HELP,
CURSOR_MAX
};
enum {
JOYPADS_MAX = 16,
};
typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
private:
BitField<MouseButtonMask> mouse_button_mask;
RBSet<Key> key_label_pressed;
RBSet<Key> physical_keys_pressed;
RBSet<Key> keys_pressed;
RBSet<JoyButton> joy_buttons_pressed;
RBMap<JoyAxis, float> _joy_axis;
//RBMap<StringName,int> custom_action_press;
bool gravity_enabled = false;
Vector3 gravity;
bool accelerometer_enabled = false;
Vector3 accelerometer;
bool magnetometer_enabled = false;
Vector3 magnetometer;
bool gyroscope_enabled = false;
Vector3 gyroscope;
Vector2 mouse_pos;
int64_t mouse_window = 0;
bool legacy_just_pressed_behavior = false;
struct ActionState {
uint64_t pressed_physics_frame = UINT64_MAX;
uint64_t pressed_process_frame = UINT64_MAX;
uint64_t released_physics_frame = UINT64_MAX;
uint64_t released_process_frame = UINT64_MAX;
bool exact = true;
struct DeviceState {
bool pressed[MAX_EVENT] = { false };
float strength[MAX_EVENT] = { 0.0 };
float raw_strength[MAX_EVENT] = { 0.0 };
};
bool api_pressed = false;
float api_strength = 0.0;
HashMap<int, DeviceState> device_states;
// Cache.
struct ActionStateCache {
bool pressed = false;
float strength = false;
float raw_strength = false;
} cache;
};
HashMap<StringName, ActionState> action_states;
bool emulate_touch_from_mouse = false;
bool emulate_mouse_from_touch = false;
bool agile_input_event_flushing = false;
bool use_accumulated_input = true;
int mouse_from_touch_index = -1;
struct VibrationInfo {
float weak_magnitude;
float strong_magnitude;
float duration; // Duration in seconds
uint64_t timestamp;
};
HashMap<int, VibrationInfo> joy_vibration;
struct VelocityTrack {
uint64_t last_tick = 0;
Vector2 velocity;
Vector2 screen_velocity;
Vector2 accum;
Vector2 screen_accum;
float accum_t = 0.0f;
float min_ref_frame;
float max_ref_frame;
void update(const Vector2 &p_delta_p, const Vector2 &p_screen_delta_p);
void reset();
VelocityTrack();
};
struct Joypad {
StringName name;
StringName uid;
bool connected = false;
bool last_buttons[(size_t)JoyButton::MAX] = { false };
float last_axis[(size_t)JoyAxis::MAX] = { 0.0f };
HatMask last_hat = HatMask::CENTER;
int mapping = -1;
int hat_current = 0;
Dictionary info;
};
VelocityTrack mouse_velocity_track;
HashMap<int, VelocityTrack> touch_velocity_track;
HashMap<int, Joypad> joy_names;
HashSet<uint32_t> ignored_device_ids;
int fallback_mapping = -1;
CursorShape default_shape = CURSOR_ARROW;
enum JoyType {
TYPE_BUTTON,
TYPE_AXIS,
TYPE_HAT,
TYPE_MAX,
};
enum JoyAxisRange {
NEGATIVE_HALF_AXIS = -1,
FULL_AXIS = 0,
POSITIVE_HALF_AXIS = 1
};
struct JoyEvent {
int type = TYPE_MAX;
int index = -1; // Can be either JoyAxis or JoyButton.
float value = 0.f;
};
struct JoyBinding {
JoyType inputType;
union {
JoyButton button;
struct {
JoyAxis axis;
JoyAxisRange range;
bool invert;
} axis;
struct {
HatDir hat;
HatMask hat_mask;
} hat;
} input;
JoyType outputType;
union {
JoyButton button;
struct {
JoyAxis axis;
JoyAxisRange range;
} axis;
} output;
};
struct JoyDeviceMapping {
String uid;
String name;
Vector<JoyBinding> bindings;
};
Vector<JoyDeviceMapping> map_db;
JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button);
JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value, JoyAxisRange &r_range);
void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]);
JoyButton _get_output_button(const String &output);
JoyAxis _get_output_axis(const String &output);
void _button_event(int p_device, JoyButton p_index, bool p_pressed);
void _axis_event(int p_device, JoyAxis p_axis, float p_value);
void _update_action_cache(const StringName &p_action_name, ActionState &r_action_state);
void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
List<Ref<InputEvent>> buffered_events;
#ifdef DEBUG_ENABLED
HashSet<Ref<InputEvent>> frame_parsed_events;
uint64_t last_parsed_frame = UINT64_MAX;
#endif
friend class DisplayServer;
static void (*set_mouse_mode_func)(MouseMode);
static MouseMode (*get_mouse_mode_func)();
static void (*warp_mouse_func)(const Vector2 &p_position);
static CursorShape (*get_current_cursor_shape_func)();
static void (*set_custom_mouse_cursor_func)(const Ref<Resource> &, CursorShape, const Vector2 &);
EventDispatchFunc event_dispatch_function = nullptr;
#ifndef DISABLE_DEPRECATED
void _vibrate_handheld_bind_compat_91143(int p_duration_ms = 500);
static void _bind_compatibility_methods();
#endif // DISABLE_DEPRECATED
protected:
static void _bind_methods();
public:
void set_mouse_mode(MouseMode p_mode);
MouseMode get_mouse_mode() const;
#ifdef TOOLS_ENABLED
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif
static Input *get_singleton();
bool is_anything_pressed() const;
bool is_key_pressed(Key p_keycode) const;
bool is_physical_key_pressed(Key p_keycode) const;
bool is_key_label_pressed(Key p_keycode) const;
bool is_mouse_button_pressed(MouseButton p_button) const;
bool is_joy_button_pressed(int p_device, JoyButton p_button) const;
bool is_action_pressed(const StringName &p_action, bool p_exact = false) const;
bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const;
bool is_action_just_released(const StringName &p_action, bool p_exact = false) const;
float get_action_strength(const StringName &p_action, bool p_exact = false) const;
float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const;
float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const;
float get_joy_axis(int p_device, JoyAxis p_axis) const;
String get_joy_name(int p_idx);
TypedArray<int> get_connected_joypads();
Vector2 get_joy_vibration_strength(int p_device);
float get_joy_vibration_duration(int p_device);
uint64_t get_joy_vibration_timestamp(int p_device);
void joy_connection_changed(int p_idx, bool p_connected, const String &p_name, const String &p_guid = "", const Dictionary &p_joypad_info = Dictionary());
Vector3 get_gravity() const;
Vector3 get_accelerometer() const;
Vector3 get_magnetometer() const;
Vector3 get_gyroscope() const;
Point2 get_mouse_position() const;
Vector2 get_last_mouse_velocity();
Vector2 get_last_mouse_screen_velocity();
BitField<MouseButtonMask> get_mouse_button_mask() const;
void warp_mouse(const Vector2 &p_position);
Point2 warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
void parse_input_event(const Ref<InputEvent> &p_event);
void set_gravity(const Vector3 &p_gravity);
void set_accelerometer(const Vector3 &p_accel);
void set_magnetometer(const Vector3 &p_magnetometer);
void set_gyroscope(const Vector3 &p_gyroscope);
void set_joy_axis(int p_device, JoyAxis p_axis, float p_value);
void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
void stop_joy_vibration(int p_device);
void vibrate_handheld(int p_duration_ms = 500, float p_amplitude = -1.0);
void set_mouse_position(const Point2 &p_posf);
void action_press(const StringName &p_action, float p_strength = 1.f);
void action_release(const StringName &p_action);
void set_emulate_touch_from_mouse(bool p_emulate);
bool is_emulating_touch_from_mouse() const;
void ensure_touch_mouse_raised();
void set_emulate_mouse_from_touch(bool p_emulate);
bool is_emulating_mouse_from_touch() const;
CursorShape get_default_cursor_shape() const;
void set_default_cursor_shape(CursorShape p_shape);
CursorShape get_current_cursor_shape() const;
void set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
void parse_mapping(const String &p_mapping);
void joy_button(int p_device, JoyButton p_button, bool p_pressed);
void joy_axis(int p_device, JoyAxis p_axis, float p_value);
void joy_hat(int p_device, BitField<HatMask> p_val);
void add_joy_mapping(const String &p_mapping, bool p_update_existing = false);
void remove_joy_mapping(const String &p_guid);
int get_unused_joy_id();
bool is_joy_known(int p_device);
String get_joy_guid(int p_device) const;
bool should_ignore_device(int p_vendor_id, int p_product_id) const;
Dictionary get_joy_info(int p_device) const;
void set_fallback_mapping(const String &p_guid);
#ifdef DEBUG_ENABLED
void flush_frame_parsed_events();
#endif
void flush_buffered_events();
bool is_agile_input_event_flushing();
void set_agile_input_event_flushing(bool p_enable);
void set_use_accumulated_input(bool p_enable);
bool is_using_accumulated_input();
void release_pressed_events();
void set_event_dispatch_function(EventDispatchFunc p_function);
Input();
~Input();
};
VARIANT_ENUM_CAST(Input::MouseMode);
VARIANT_ENUM_CAST(Input::CursorShape);
#endif // INPUT_H