mirror of
https://github.com/godotengine/godot.git
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338 lines
10 KiB
C++
338 lines
10 KiB
C++
/*************************************************************************/
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/* input_map.cpp */
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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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#include "input_map.h"
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#include "os/keyboard.h"
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#include "project_settings.h"
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InputMap *InputMap::singleton = NULL;
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int InputMap::ALL_DEVICES = -1;
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void InputMap::_bind_methods() {
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ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
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ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
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ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
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ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
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ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
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ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
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ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
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ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
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ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
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ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
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ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
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ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
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}
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void InputMap::add_action(const StringName &p_action, float p_deadzone) {
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ERR_FAIL_COND(input_map.has(p_action));
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input_map[p_action] = Action();
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static int last_id = 1;
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input_map[p_action].id = last_id;
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input_map[p_action].deadzone = p_deadzone;
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last_id++;
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}
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void InputMap::erase_action(const StringName &p_action) {
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ERR_FAIL_COND(!input_map.has(p_action));
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input_map.erase(p_action);
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}
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Array InputMap::_get_actions() {
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Array ret;
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List<StringName> actions = get_actions();
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if (actions.empty())
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return ret;
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for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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List<StringName> InputMap::get_actions() const {
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List<StringName> actions = List<StringName>();
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if (input_map.empty()) {
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return actions;
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}
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for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
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actions.push_back(E->key());
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}
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return actions;
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}
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List<Ref<InputEvent> >::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
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for (List<Ref<InputEvent> >::Element *E = p_action.inputs.front(); E; E = E->next()) {
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const Ref<InputEvent> e = E->get();
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//if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
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// continue;
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int device = e->get_device();
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if (device == ALL_DEVICES || device == p_event->get_device()) {
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if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
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return E;
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}
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}
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}
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return NULL;
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}
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bool InputMap::has_action(const StringName &p_action) const {
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return input_map.has(p_action);
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}
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void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
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ERR_FAIL_COND(!input_map.has(p_action));
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input_map[p_action].deadzone = p_deadzone;
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}
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void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(p_event.is_null());
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ERR_FAIL_COND(!input_map.has(p_action));
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if (_find_event(input_map[p_action], p_event))
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return; //already gots
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input_map[p_action].inputs.push_back(p_event);
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}
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bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND_V(!input_map.has(p_action), false);
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return (_find_event(input_map[p_action], p_event) != NULL);
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}
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void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND(!input_map.has(p_action));
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List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
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if (E)
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input_map[p_action].inputs.erase(E);
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}
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void InputMap::action_erase_events(const StringName &p_action) {
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ERR_FAIL_COND(!input_map.has(p_action));
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input_map[p_action].inputs.clear();
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}
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Array InputMap::_get_action_list(const StringName &p_action) {
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Array ret;
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const List<Ref<InputEvent> > *al = get_action_list(p_action);
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if (al) {
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for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
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ret.push_back(E->get());
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}
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}
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return ret;
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}
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const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
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const Map<StringName, Action>::Element *E = input_map.find(p_action);
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if (!E)
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return NULL;
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return &E->get().inputs;
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}
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bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
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return event_get_action_status(p_event, p_action);
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}
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bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
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Map<StringName, Action>::Element *E = input_map.find(p_action);
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if (!E) {
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ERR_EXPLAIN("Request for nonexistent InputMap action: " + String(p_action));
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ERR_FAIL_COND_V(!E, false);
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}
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Ref<InputEventAction> input_event_action = p_event;
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if (input_event_action.is_valid()) {
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return input_event_action->get_action() == p_action;
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}
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bool pressed;
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float strength;
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List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
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if (event != NULL) {
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if (p_pressed != NULL)
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*p_pressed = pressed;
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if (p_strength != NULL)
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*p_strength = strength;
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return true;
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} else {
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return false;
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}
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}
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const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
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return input_map;
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}
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void InputMap::load_from_globals() {
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input_map.clear();
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List<PropertyInfo> pinfo;
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ProjectSettings::get_singleton()->get_property_list(&pinfo);
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for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
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const PropertyInfo &pi = E->get();
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if (!pi.name.begins_with("input/"))
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continue;
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String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
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Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
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float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
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Array events = action["events"];
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add_action(name, deadzone);
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for (int i = 0; i < events.size(); i++) {
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Ref<InputEvent> event = events[i];
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if (event.is_null())
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continue;
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action_add_event(name, event);
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}
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}
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}
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void InputMap::load_default() {
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Ref<InputEventKey> key;
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add_action("ui_accept");
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key.instance();
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key->set_scancode(KEY_ENTER);
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action_add_event("ui_accept", key);
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key.instance();
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key->set_scancode(KEY_KP_ENTER);
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action_add_event("ui_accept", key);
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key.instance();
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key->set_scancode(KEY_SPACE);
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action_add_event("ui_accept", key);
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add_action("ui_select");
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key.instance();
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key->set_scancode(KEY_SPACE);
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action_add_event("ui_select", key);
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add_action("ui_cancel");
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key.instance();
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key->set_scancode(KEY_ESCAPE);
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action_add_event("ui_cancel", key);
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add_action("ui_focus_next");
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key.instance();
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key->set_scancode(KEY_TAB);
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action_add_event("ui_focus_next", key);
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add_action("ui_focus_prev");
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key.instance();
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key->set_scancode(KEY_TAB);
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key->set_shift(true);
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action_add_event("ui_focus_prev", key);
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add_action("ui_left");
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key.instance();
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key->set_scancode(KEY_LEFT);
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action_add_event("ui_left", key);
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add_action("ui_right");
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key.instance();
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key->set_scancode(KEY_RIGHT);
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action_add_event("ui_right", key);
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add_action("ui_up");
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key.instance();
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key->set_scancode(KEY_UP);
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action_add_event("ui_up", key);
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add_action("ui_down");
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key.instance();
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key->set_scancode(KEY_DOWN);
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action_add_event("ui_down", key);
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add_action("ui_page_up");
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key.instance();
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key->set_scancode(KEY_PAGEUP);
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action_add_event("ui_page_up", key);
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add_action("ui_page_down");
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key.instance();
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key->set_scancode(KEY_PAGEDOWN);
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action_add_event("ui_page_down", key);
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add_action("ui_home");
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key.instance();
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key->set_scancode(KEY_HOME);
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action_add_event("ui_home", key);
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add_action("ui_end");
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key.instance();
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key->set_scancode(KEY_END);
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action_add_event("ui_end", key);
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//set("display/window/handheld/orientation", "landscape");
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}
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InputMap::InputMap() {
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ERR_FAIL_COND(singleton);
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singleton = this;
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}
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