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- /*************************************************************************/
- /* input_default.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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 */
- /* 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_DEFAULT_H
- #define INPUT_DEFAULT_H
- #include "core/os/input.h"
- class InputDefault : public Input {
- GDCLASS(InputDefault, Input);
- _THREAD_SAFE_CLASS_
- int mouse_button_mask;
- Set<int> keys_pressed;
- Set<int> joy_buttons_pressed;
- Map<int, float> _joy_axis;
- //Map<StringName,int> custom_action_press;
- Vector3 gravity;
- Vector3 accelerometer;
- Vector3 magnetometer;
- Vector3 gyroscope;
- Vector2 mouse_pos;
- MainLoop *main_loop;
- struct Action {
- uint64_t physics_frame;
- uint64_t idle_frame;
- bool pressed;
- float strength;
- };
- Map<StringName, Action> action_state;
- bool emulate_touch_from_mouse;
- bool emulate_mouse_from_touch;
- int mouse_from_touch_index;
- struct SpeedTrack {
- uint64_t last_tick;
- Vector2 speed;
- Vector2 accum;
- float accum_t;
- float min_ref_frame;
- float max_ref_frame;
- void update(const Vector2 &p_delta_p);
- void reset();
- SpeedTrack();
- };
- struct Joypad {
- StringName name;
- StringName uid;
- bool connected;
- bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
- float last_axis[JOY_AXIS_MAX];
- float filter;
- int last_hat;
- int mapping;
- int hat_current;
- Joypad() {
- for (int i = 0; i < JOY_AXIS_MAX; i++) {
- last_axis[i] = 0.0f;
- }
- for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
- last_buttons[i] = false;
- }
- connected = false;
- last_hat = HAT_MASK_CENTER;
- filter = 0.01f;
- mapping = -1;
- hat_current = 0;
- }
- };
- SpeedTrack mouse_speed_track;
- Map<int, SpeedTrack> touch_speed_track;
- Map<int, Joypad> joy_names;
- int fallback_mapping;
- CursorShape default_shape;
- public:
- enum HatMask {
- HAT_MASK_CENTER = 0,
- HAT_MASK_UP = 1,
- HAT_MASK_RIGHT = 2,
- HAT_MASK_DOWN = 4,
- HAT_MASK_LEFT = 8,
- };
- enum HatDir {
- HAT_UP,
- HAT_RIGHT,
- HAT_DOWN,
- HAT_LEFT,
- HAT_MAX,
- };
- enum {
- JOYPADS_MAX = 16,
- };
- struct JoyAxis {
- int min;
- float value;
- };
- private:
- 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;
- int index;
- float value;
- };
- struct JoyBinding {
- JoyType inputType;
- union {
- int button;
- struct {
- int axis;
- JoyAxisRange range;
- bool invert;
- } axis;
- struct {
- int hat;
- HatMask hat_mask;
- } hat;
- } input;
- JoyType outputType;
- union {
- JoystickList button;
- struct {
- JoystickList 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, int p_button);
- JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, const JoyAxis &p_value);
- void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]);
- JoystickList _get_output_button(String output);
- JoystickList _get_output_axis(String output);
- void _button_event(int p_device, int p_index, bool p_pressed);
- void _axis_event(int p_device, int p_axis, float p_value);
- float _handle_deadzone(int p_device, int p_axis, float p_value);
- void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
- List<Ref<InputEvent> > accumulated_events;
- bool use_accumulated_input;
- protected:
- struct VibrationInfo {
- float weak_magnitude;
- float strong_magnitude;
- float duration; // Duration in seconds
- uint64_t timestamp;
- };
- Map<int, VibrationInfo> joy_vibration;
- public:
- virtual bool is_key_pressed(int p_scancode) const;
- virtual bool is_mouse_button_pressed(int p_button) const;
- virtual bool is_joy_button_pressed(int p_device, int p_button) const;
- virtual bool is_action_pressed(const StringName &p_action) const;
- virtual bool is_action_just_pressed(const StringName &p_action) const;
- virtual bool is_action_just_released(const StringName &p_action) const;
- virtual float get_action_strength(const StringName &p_action) const;
- virtual float get_joy_axis(int p_device, int p_axis) const;
- String get_joy_name(int p_idx);
- virtual Array get_connected_joypads();
- virtual Vector2 get_joy_vibration_strength(int p_device);
- virtual float get_joy_vibration_duration(int p_device);
- virtual uint64_t get_joy_vibration_timestamp(int p_device);
- void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
- void parse_joypad_mapping(String p_mapping, bool p_update_existing);
- virtual Vector3 get_gravity() const;
- virtual Vector3 get_accelerometer() const;
- virtual Vector3 get_magnetometer() const;
- virtual Vector3 get_gyroscope() const;
- virtual Point2 get_mouse_position() const;
- virtual Point2 get_last_mouse_speed() const;
- virtual int get_mouse_button_mask() const;
- virtual void warp_mouse_position(const Vector2 &p_to);
- virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
- virtual 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, int p_axis, float p_value);
- virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
- virtual void stop_joy_vibration(int p_device);
- virtual void vibrate_handheld(int p_duration_ms = 500);
- void set_main_loop(MainLoop *p_main_loop);
- 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 iteration(float p_step);
- void set_emulate_touch_from_mouse(bool p_emulate);
- virtual bool is_emulating_touch_from_mouse() const;
- void ensure_touch_mouse_raised();
- void set_emulate_mouse_from_touch(bool p_emulate);
- virtual bool is_emulating_mouse_from_touch() const;
- virtual CursorShape get_default_cursor_shape() const;
- virtual void set_default_cursor_shape(CursorShape p_shape);
- virtual CursorShape get_current_cursor_shape() const;
- virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
- void parse_mapping(String p_mapping);
- void joy_button(int p_device, int p_button, bool p_pressed);
- void joy_axis(int p_device, int p_axis, const JoyAxis &p_value);
- void joy_hat(int p_device, int p_val);
- virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false);
- virtual void remove_joy_mapping(String p_guid);
- virtual bool is_joy_known(int p_device);
- virtual String get_joy_guid(int p_device) const;
- virtual String get_joy_button_string(int p_button);
- virtual String get_joy_axis_string(int p_axis);
- virtual int get_joy_axis_index_from_string(String p_axis);
- virtual int get_joy_button_index_from_string(String p_button);
- int get_unused_joy_id();
- bool is_joy_mapped(int p_device);
- String get_joy_guid_remapped(int p_device) const;
- void set_fallback_mapping(String p_guid);
- virtual void accumulate_input_event(const Ref<InputEvent> &p_event);
- virtual void flush_accumulated_events();
- virtual void set_use_accumulated_input(bool p_enable);
- virtual void release_pressed_events();
- InputDefault();
- };
- #endif // INPUT_DEFAULT_H
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