360 lines
10 KiB
C++
360 lines
10 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "core/input/input_event.h"
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#include "core/object/object.h"
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#include "core/os/thread_safe.h"
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class Input : public Object {
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GDCLASS(Input, Object);
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_THREAD_SAFE_CLASS_
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static Input *singleton;
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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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MOUSE_MODE_CONFINED
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};
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#undef CursorShape
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enum CursorShape {
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CURSOR_ARROW,
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CURSOR_IBEAM,
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CURSOR_POINTING_HAND,
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CURSOR_CROSS,
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CURSOR_WAIT,
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CURSOR_BUSY,
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CURSOR_DRAG,
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CURSOR_CAN_DROP,
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CURSOR_FORBIDDEN,
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CURSOR_VSIZE,
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CURSOR_HSIZE,
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CURSOR_BDIAGSIZE,
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CURSOR_FDIAGSIZE,
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CURSOR_MOVE,
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CURSOR_VSPLIT,
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CURSOR_HSPLIT,
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CURSOR_HELP,
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CURSOR_MAX
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};
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enum HatMask {
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HAT_MASK_CENTER = 0,
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HAT_MASK_UP = 1,
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HAT_MASK_RIGHT = 2,
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HAT_MASK_DOWN = 4,
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HAT_MASK_LEFT = 8,
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};
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enum HatDir {
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HAT_UP,
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HAT_RIGHT,
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HAT_DOWN,
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HAT_LEFT,
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HAT_MAX,
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};
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enum {
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JOYPADS_MAX = 16,
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};
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struct JoyAxis {
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int min;
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float value;
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};
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typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
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private:
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int mouse_button_mask = 0;
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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 gravity;
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Vector3 accelerometer;
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Vector3 magnetometer;
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Vector3 gyroscope;
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Vector2 mouse_pos;
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int64_t mouse_window = 0;
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struct Action {
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uint64_t physics_frame;
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uint64_t idle_frame;
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bool pressed;
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float strength;
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float raw_strength;
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};
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Map<StringName, Action> action_state;
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bool emulate_touch_from_mouse = false;
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bool emulate_mouse_from_touch = false;
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bool use_accumulated_input = false;
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int mouse_from_touch_index = -1;
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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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struct Joypad {
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StringName name;
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StringName uid;
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bool connected = false;
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bool last_buttons[JOY_BUTTON_MAX] = { false };
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float last_axis[JOY_AXIS_MAX] = { 0.0f };
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float filter = 0.01f;
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int last_hat = HAT_MASK_CENTER;
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int mapping = -1;
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int hat_current = 0;
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};
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SpeedTrack mouse_speed_track;
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Map<int, SpeedTrack> touch_speed_track;
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Map<int, Joypad> joy_names;
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int fallback_mapping = -1;
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CursorShape default_shape = CURSOR_ARROW;
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enum JoyType {
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TYPE_BUTTON,
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TYPE_AXIS,
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TYPE_HAT,
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TYPE_MAX,
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};
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enum JoyAxisRange {
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NEGATIVE_HALF_AXIS = -1,
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FULL_AXIS = 0,
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POSITIVE_HALF_AXIS = 1
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};
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struct JoyEvent {
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int type;
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int index;
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float value;
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};
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struct JoyBinding {
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JoyType inputType;
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union {
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int button;
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struct {
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int axis;
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JoyAxisRange range;
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bool invert;
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} axis;
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struct {
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int hat;
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HatMask hat_mask;
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} hat;
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} input;
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JoyType outputType;
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union {
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JoyButtonList button;
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struct {
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JoyAxisList axis;
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JoyAxisRange range;
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} axis;
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} output;
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};
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struct JoyDeviceMapping {
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String uid;
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String name;
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Vector<JoyBinding> bindings;
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};
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Vector<JoyDeviceMapping> map_db;
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JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button);
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JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value);
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void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]);
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JoyButtonList _get_output_button(String output);
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JoyAxisList _get_output_axis(String output);
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void _button_event(int p_device, int p_index, bool p_pressed);
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void _axis_event(int p_device, int p_axis, float p_value);
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void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
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List<Ref<InputEvent>> accumulated_events;
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friend class DisplayServer;
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static void (*set_mouse_mode_func)(MouseMode);
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static MouseMode (*get_mouse_mode_func)();
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static void (*warp_mouse_func)(const Vector2 &p_to_pos);
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static CursorShape (*get_current_cursor_shape_func)();
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static void (*set_custom_mouse_cursor_func)(const RES &, CursorShape, const Vector2 &);
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EventDispatchFunc event_dispatch_function = nullptr;
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protected:
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struct VibrationInfo {
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float weak_magnitude;
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float strong_magnitude;
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float duration; // Duration in seconds
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uint64_t timestamp;
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};
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Map<int, VibrationInfo> joy_vibration;
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static void _bind_methods();
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public:
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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static Input *get_singleton();
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bool is_key_pressed(int p_keycode) const;
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bool is_mouse_button_pressed(int p_button) const;
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bool is_joy_button_pressed(int p_device, int p_button) const;
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bool is_action_pressed(const StringName &p_action) const;
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bool is_action_just_pressed(const StringName &p_action) const;
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bool is_action_just_released(const StringName &p_action) const;
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float get_action_strength(const StringName &p_action) const;
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float get_action_raw_strength(const StringName &p_action) const;
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float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
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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;
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float get_joy_axis(int p_device, int p_axis) const;
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String get_joy_name(int p_idx);
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Array get_connected_joypads();
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Vector2 get_joy_vibration_strength(int p_device);
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float get_joy_vibration_duration(int p_device);
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uint64_t get_joy_vibration_timestamp(int p_device);
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void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
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void parse_joypad_mapping(String p_mapping, bool p_update_existing);
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Vector3 get_gravity() const;
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Vector3 get_accelerometer() const;
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Vector3 get_magnetometer() const;
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Vector3 get_gyroscope() const;
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Point2 get_mouse_position() const;
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Point2 get_last_mouse_speed() const;
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int get_mouse_button_mask() const;
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void warp_mouse_position(const Vector2 &p_to);
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Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
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void parse_input_event(const Ref<InputEvent> &p_event);
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void set_gravity(const Vector3 &p_gravity);
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void set_accelerometer(const Vector3 &p_accel);
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void set_magnetometer(const Vector3 &p_magnetometer);
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void set_gyroscope(const Vector3 &p_gyroscope);
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void set_joy_axis(int p_device, int p_axis, float p_value);
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void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
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void stop_joy_vibration(int p_device);
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void vibrate_handheld(int p_duration_ms = 500);
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void set_mouse_position(const Point2 &p_posf);
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void action_press(const StringName &p_action, float p_strength = 1.f);
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void action_release(const StringName &p_action);
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void iteration(float p_step);
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void set_emulate_touch_from_mouse(bool p_emulate);
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bool is_emulating_touch_from_mouse() const;
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void ensure_touch_mouse_raised();
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void set_emulate_mouse_from_touch(bool p_emulate);
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bool is_emulating_mouse_from_touch() const;
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CursorShape get_default_cursor_shape() const;
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void set_default_cursor_shape(CursorShape p_shape);
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CursorShape get_current_cursor_shape() const;
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void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
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void parse_mapping(String p_mapping);
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void joy_button(int p_device, int p_button, bool p_pressed);
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void joy_axis(int p_device, int p_axis, const JoyAxis &p_value);
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void joy_hat(int p_device, int p_val);
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void add_joy_mapping(String p_mapping, bool p_update_existing = false);
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void remove_joy_mapping(String p_guid);
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String get_joy_button_string(int p_button);
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String get_joy_axis_string(int p_axis);
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int get_joy_axis_index_from_string(String p_axis);
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int get_joy_button_index_from_string(String p_button);
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int get_unused_joy_id();
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bool is_joy_known(int p_device);
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String get_joy_guid(int p_device) const;
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void set_fallback_mapping(String p_guid);
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void accumulate_input_event(const Ref<InputEvent> &p_event);
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void flush_accumulated_events();
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void set_use_accumulated_input(bool p_enable);
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void release_pressed_events();
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void set_event_dispatch_function(EventDispatchFunc p_function);
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Input();
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};
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VARIANT_ENUM_CAST(Input::MouseMode);
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VARIANT_ENUM_CAST(Input::CursorShape);
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#endif // INPUT_H
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