input_map.cpp 11 KB

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  1. /*************************************************************************/
  2. /* input_map.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "input_map.h"
  31. #include "core/os/keyboard.h"
  32. #include "core/project_settings.h"
  33. InputMap *InputMap::singleton = NULL;
  34. int InputMap::ALL_DEVICES = -1;
  35. void InputMap::_bind_methods() {
  36. ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
  37. ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
  38. ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
  39. ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
  40. ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
  41. ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
  42. ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
  43. ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
  44. ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
  45. ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
  46. ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
  47. ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
  48. }
  49. void InputMap::add_action(const StringName &p_action, float p_deadzone) {
  50. ERR_FAIL_COND_MSG(input_map.has(p_action), "InputMap already has action '" + String(p_action) + "'.");
  51. input_map[p_action] = Action();
  52. static int last_id = 1;
  53. input_map[p_action].id = last_id;
  54. input_map[p_action].deadzone = p_deadzone;
  55. last_id++;
  56. }
  57. void InputMap::erase_action(const StringName &p_action) {
  58. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  59. input_map.erase(p_action);
  60. }
  61. Array InputMap::_get_actions() {
  62. Array ret;
  63. List<StringName> actions = get_actions();
  64. if (actions.empty())
  65. return ret;
  66. for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  67. ret.push_back(E->get());
  68. }
  69. return ret;
  70. }
  71. List<StringName> InputMap::get_actions() const {
  72. List<StringName> actions = List<StringName>();
  73. if (input_map.empty()) {
  74. return actions;
  75. }
  76. for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
  77. actions.push_back(E->key());
  78. }
  79. return actions;
  80. }
  81. List<Ref<InputEvent> >::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
  82. for (List<Ref<InputEvent> >::Element *E = p_action.inputs.front(); E; E = E->next()) {
  83. const Ref<InputEvent> e = E->get();
  84. //if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
  85. // continue;
  86. int device = e->get_device();
  87. if (device == ALL_DEVICES || device == p_event->get_device()) {
  88. if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
  89. return E;
  90. }
  91. }
  92. }
  93. return NULL;
  94. }
  95. bool InputMap::has_action(const StringName &p_action) const {
  96. return input_map.has(p_action);
  97. }
  98. void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
  99. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  100. input_map[p_action].deadzone = p_deadzone;
  101. }
  102. void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  103. ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
  104. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  105. if (_find_event(input_map[p_action], p_event))
  106. return; //already gots
  107. input_map[p_action].inputs.push_back(p_event);
  108. }
  109. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  110. ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  111. return (_find_event(input_map[p_action], p_event) != NULL);
  112. }
  113. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  114. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  115. List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
  116. if (E)
  117. input_map[p_action].inputs.erase(E);
  118. }
  119. void InputMap::action_erase_events(const StringName &p_action) {
  120. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  121. input_map[p_action].inputs.clear();
  122. }
  123. Array InputMap::_get_action_list(const StringName &p_action) {
  124. Array ret;
  125. const List<Ref<InputEvent> > *al = get_action_list(p_action);
  126. if (al) {
  127. for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
  128. ret.push_back(E->get());
  129. }
  130. }
  131. return ret;
  132. }
  133. const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
  134. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  135. if (!E)
  136. return NULL;
  137. return &E->get().inputs;
  138. }
  139. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  140. return event_get_action_status(p_event, p_action);
  141. }
  142. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  143. Map<StringName, Action>::Element *E = input_map.find(p_action);
  144. ERR_FAIL_COND_V_MSG(!E, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  145. Ref<InputEventAction> input_event_action = p_event;
  146. if (input_event_action.is_valid()) {
  147. if (p_pressed != NULL)
  148. *p_pressed = input_event_action->is_pressed();
  149. if (p_strength != NULL)
  150. *p_strength = (p_pressed != NULL && *p_pressed) ? input_event_action->get_strength() : 0.0f;
  151. return input_event_action->get_action() == p_action;
  152. }
  153. bool pressed;
  154. float strength;
  155. List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  156. if (event != NULL) {
  157. if (p_pressed != NULL)
  158. *p_pressed = pressed;
  159. if (p_strength != NULL)
  160. *p_strength = strength;
  161. return true;
  162. } else {
  163. return false;
  164. }
  165. }
  166. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  167. return input_map;
  168. }
  169. void InputMap::load_from_globals() {
  170. input_map.clear();
  171. List<PropertyInfo> pinfo;
  172. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  173. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  174. const PropertyInfo &pi = E->get();
  175. if (!pi.name.begins_with("input/"))
  176. continue;
  177. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  178. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  179. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  180. Array events = action["events"];
  181. add_action(name, deadzone);
  182. for (int i = 0; i < events.size(); i++) {
  183. Ref<InputEvent> event = events[i];
  184. if (event.is_null())
  185. continue;
  186. action_add_event(name, event);
  187. }
  188. }
  189. }
  190. void InputMap::load_default() {
  191. Ref<InputEventKey> key;
  192. add_action("ui_accept");
  193. key.instance();
  194. key->set_scancode(KEY_ENTER);
  195. action_add_event("ui_accept", key);
  196. key.instance();
  197. key->set_scancode(KEY_KP_ENTER);
  198. action_add_event("ui_accept", key);
  199. key.instance();
  200. key->set_scancode(KEY_SPACE);
  201. action_add_event("ui_accept", key);
  202. add_action("ui_select");
  203. key.instance();
  204. key->set_scancode(KEY_SPACE);
  205. action_add_event("ui_select", key);
  206. add_action("ui_cancel");
  207. key.instance();
  208. key->set_scancode(KEY_ESCAPE);
  209. action_add_event("ui_cancel", key);
  210. add_action("ui_focus_next");
  211. key.instance();
  212. key->set_scancode(KEY_TAB);
  213. action_add_event("ui_focus_next", key);
  214. add_action("ui_focus_prev");
  215. key.instance();
  216. key->set_scancode(KEY_TAB);
  217. key->set_shift(true);
  218. action_add_event("ui_focus_prev", key);
  219. add_action("ui_left");
  220. key.instance();
  221. key->set_scancode(KEY_LEFT);
  222. action_add_event("ui_left", key);
  223. add_action("ui_right");
  224. key.instance();
  225. key->set_scancode(KEY_RIGHT);
  226. action_add_event("ui_right", key);
  227. add_action("ui_up");
  228. key.instance();
  229. key->set_scancode(KEY_UP);
  230. action_add_event("ui_up", key);
  231. add_action("ui_down");
  232. key.instance();
  233. key->set_scancode(KEY_DOWN);
  234. action_add_event("ui_down", key);
  235. add_action("ui_page_up");
  236. key.instance();
  237. key->set_scancode(KEY_PAGEUP);
  238. action_add_event("ui_page_up", key);
  239. add_action("ui_page_down");
  240. key.instance();
  241. key->set_scancode(KEY_PAGEDOWN);
  242. action_add_event("ui_page_down", key);
  243. add_action("ui_home");
  244. key.instance();
  245. key->set_scancode(KEY_HOME);
  246. action_add_event("ui_home", key);
  247. add_action("ui_end");
  248. key.instance();
  249. key->set_scancode(KEY_END);
  250. action_add_event("ui_end", key);
  251. //set("display/window/handheld/orientation", "landscape");
  252. }
  253. InputMap::InputMap() {
  254. ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
  255. singleton = this;
  256. }