godot/platform/android/android_input_handler.cpp
2022-09-07 13:30:10 -07:00

412 lines
14 KiB
C++

/*************************************************************************/
/* android_input_handler.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "android_input_handler.h"
#include "android_keys_utils.h"
#include "display_server_android.h"
void AndroidInputHandler::process_joy_event(AndroidInputHandler::JoypadEvent p_event) {
switch (p_event.type) {
case JOY_EVENT_BUTTON:
Input::get_singleton()->joy_button(p_event.device, (JoyButton)p_event.index, p_event.pressed);
break;
case JOY_EVENT_AXIS:
Input::get_singleton()->joy_axis(p_event.device, (JoyAxis)p_event.index, p_event.value);
break;
case JOY_EVENT_HAT:
Input::get_singleton()->joy_hat(p_event.device, p_event.hat);
break;
default:
return;
}
}
void AndroidInputHandler::_set_key_modifier_state(Ref<InputEventWithModifiers> ev) {
ev->set_shift_pressed(shift_mem);
ev->set_alt_pressed(alt_mem);
ev->set_meta_pressed(meta_mem);
ev->set_ctrl_pressed(control_mem);
}
void AndroidInputHandler::process_key_event(int p_keycode, int p_physical_keycode, int p_unicode, bool p_pressed) {
static char32_t prev_wc = 0;
char32_t unicode = p_unicode;
if ((p_unicode & 0xfffffc00) == 0xd800) {
if (prev_wc != 0) {
ERR_PRINT("invalid utf16 surrogate input");
}
prev_wc = unicode;
return; // Skip surrogate.
} else if ((unicode & 0xfffffc00) == 0xdc00) {
if (prev_wc == 0) {
ERR_PRINT("invalid utf16 surrogate input");
return; // Skip invalid surrogate.
}
unicode = (prev_wc << 10UL) + unicode - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
prev_wc = 0;
} else {
prev_wc = 0;
}
Ref<InputEventKey> ev;
ev.instantiate();
Key physical_keycode = godot_code_from_android_code(p_physical_keycode);
Key keycode = physical_keycode;
if (p_keycode != 0) {
keycode = godot_code_from_unicode(p_keycode);
}
switch (physical_keycode) {
case Key::SHIFT: {
shift_mem = p_pressed;
} break;
case Key::ALT: {
alt_mem = p_pressed;
} break;
case Key::CTRL: {
control_mem = p_pressed;
} break;
case Key::META: {
meta_mem = p_pressed;
} break;
default:
break;
}
ev->set_keycode(keycode);
ev->set_physical_keycode(physical_keycode);
ev->set_unicode(unicode);
ev->set_pressed(p_pressed);
_set_key_modifier_state(ev);
if (p_physical_keycode == AKEYCODE_BACK) {
if (DisplayServerAndroid *dsa = Object::cast_to<DisplayServerAndroid>(DisplayServer::get_singleton())) {
dsa->send_window_event(DisplayServer::WINDOW_EVENT_GO_BACK_REQUEST, true);
}
}
Input::get_singleton()->parse_input_event(ev);
}
void AndroidInputHandler::_parse_all_touch(bool p_pressed) {
if (touch.size()) {
//end all if exist
for (int i = 0; i < touch.size(); i++) {
Ref<InputEventScreenTouch> ev;
ev.instantiate();
ev->set_index(touch[i].id);
ev->set_pressed(p_pressed);
ev->set_position(touch[i].pos);
Input::get_singleton()->parse_input_event(ev);
}
}
}
void AndroidInputHandler::_release_all_touch() {
_parse_all_touch(false);
touch.clear();
}
void AndroidInputHandler::process_touch_event(int p_event, int p_pointer, const Vector<TouchPos> &p_points) {
switch (p_event) {
case AMOTION_EVENT_ACTION_DOWN: { //gesture begin
// Release any remaining touches or mouse event
_release_mouse_event_info();
_release_all_touch();
touch.resize(p_points.size());
for (int i = 0; i < p_points.size(); i++) {
touch.write[i].id = p_points[i].id;
touch.write[i].pos = p_points[i].pos;
}
//send touch
_parse_all_touch(true);
} break;
case AMOTION_EVENT_ACTION_MOVE: { //motion
if (touch.size() != p_points.size()) {
return;
}
for (int i = 0; i < touch.size(); i++) {
int idx = -1;
for (int j = 0; j < p_points.size(); j++) {
if (touch[i].id == p_points[j].id) {
idx = j;
break;
}
}
ERR_CONTINUE(idx == -1);
if (touch[i].pos == p_points[idx].pos) {
continue; // Don't move unnecessarily.
}
Ref<InputEventScreenDrag> ev;
ev.instantiate();
ev->set_index(touch[i].id);
ev->set_position(p_points[idx].pos);
ev->set_relative(p_points[idx].pos - touch[i].pos);
Input::get_singleton()->parse_input_event(ev);
touch.write[i].pos = p_points[idx].pos;
}
} break;
case AMOTION_EVENT_ACTION_CANCEL:
case AMOTION_EVENT_ACTION_UP: { //release
_release_all_touch();
} break;
case AMOTION_EVENT_ACTION_POINTER_DOWN: { // add touch
for (int i = 0; i < p_points.size(); i++) {
if (p_points[i].id == p_pointer) {
TouchPos tp = p_points[i];
touch.push_back(tp);
Ref<InputEventScreenTouch> ev;
ev.instantiate();
ev->set_index(tp.id);
ev->set_pressed(true);
ev->set_position(tp.pos);
Input::get_singleton()->parse_input_event(ev);
break;
}
}
} break;
case AMOTION_EVENT_ACTION_POINTER_UP: { // remove touch
for (int i = 0; i < touch.size(); i++) {
if (touch[i].id == p_pointer) {
Ref<InputEventScreenTouch> ev;
ev.instantiate();
ev->set_index(touch[i].id);
ev->set_pressed(false);
ev->set_position(touch[i].pos);
Input::get_singleton()->parse_input_event(ev);
touch.remove_at(i);
break;
}
}
} break;
}
}
void AndroidInputHandler::_parse_mouse_event_info(MouseButton event_buttons_mask, bool p_pressed, bool p_double_click, bool p_source_mouse_relative) {
if (!mouse_event_info.valid) {
return;
}
Ref<InputEventMouseButton> ev;
ev.instantiate();
_set_key_modifier_state(ev);
if (p_source_mouse_relative) {
ev->set_position(hover_prev_pos);
ev->set_global_position(hover_prev_pos);
} else {
ev->set_position(mouse_event_info.pos);
ev->set_global_position(mouse_event_info.pos);
hover_prev_pos = mouse_event_info.pos;
}
ev->set_pressed(p_pressed);
MouseButton changed_button_mask = MouseButton(buttons_state ^ event_buttons_mask);
buttons_state = event_buttons_mask;
ev->set_button_index(_button_index_from_mask(changed_button_mask));
ev->set_button_mask(event_buttons_mask);
ev->set_double_click(p_double_click);
Input::get_singleton()->parse_input_event(ev);
}
void AndroidInputHandler::_release_mouse_event_info(bool p_source_mouse_relative) {
_parse_mouse_event_info(MouseButton::NONE, false, false, p_source_mouse_relative);
mouse_event_info.valid = false;
}
void AndroidInputHandler::process_mouse_event(int p_event_action, int p_event_android_buttons_mask, Point2 p_event_pos, Vector2 p_delta, bool p_double_click, bool p_source_mouse_relative) {
MouseButton event_buttons_mask = _android_button_mask_to_godot_button_mask(p_event_android_buttons_mask);
switch (p_event_action) {
case AMOTION_EVENT_ACTION_HOVER_MOVE: // hover move
case AMOTION_EVENT_ACTION_HOVER_ENTER: // hover enter
case AMOTION_EVENT_ACTION_HOVER_EXIT: { // hover exit
// https://developer.android.com/reference/android/view/MotionEvent.html#ACTION_HOVER_ENTER
Ref<InputEventMouseMotion> ev;
ev.instantiate();
_set_key_modifier_state(ev);
ev->set_position(p_event_pos);
ev->set_global_position(p_event_pos);
ev->set_relative(p_event_pos - hover_prev_pos);
Input::get_singleton()->parse_input_event(ev);
hover_prev_pos = p_event_pos;
} break;
case AMOTION_EVENT_ACTION_DOWN:
case AMOTION_EVENT_ACTION_BUTTON_PRESS: {
// Release any remaining touches or mouse event
_release_mouse_event_info();
_release_all_touch();
mouse_event_info.valid = true;
mouse_event_info.pos = p_event_pos;
_parse_mouse_event_info(event_buttons_mask, true, p_double_click, p_source_mouse_relative);
} break;
case AMOTION_EVENT_ACTION_UP:
case AMOTION_EVENT_ACTION_CANCEL:
case AMOTION_EVENT_ACTION_BUTTON_RELEASE: {
_release_mouse_event_info(p_source_mouse_relative);
} break;
case AMOTION_EVENT_ACTION_MOVE: {
if (!mouse_event_info.valid) {
return;
}
Ref<InputEventMouseMotion> ev;
ev.instantiate();
_set_key_modifier_state(ev);
if (p_source_mouse_relative) {
ev->set_position(hover_prev_pos);
ev->set_global_position(hover_prev_pos);
ev->set_relative(p_event_pos);
} else {
ev->set_position(p_event_pos);
ev->set_global_position(p_event_pos);
ev->set_relative(p_event_pos - hover_prev_pos);
mouse_event_info.pos = p_event_pos;
hover_prev_pos = p_event_pos;
}
ev->set_button_mask(event_buttons_mask);
Input::get_singleton()->parse_input_event(ev);
} break;
case AMOTION_EVENT_ACTION_SCROLL: {
Ref<InputEventMouseButton> ev;
ev.instantiate();
_set_key_modifier_state(ev);
if (p_source_mouse_relative) {
ev->set_position(hover_prev_pos);
ev->set_global_position(hover_prev_pos);
} else {
ev->set_position(p_event_pos);
ev->set_global_position(p_event_pos);
}
ev->set_pressed(true);
buttons_state = event_buttons_mask;
if (p_delta.y > 0) {
_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_UP, p_delta.y);
} else if (p_delta.y < 0) {
_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_DOWN, -p_delta.y);
}
if (p_delta.x > 0) {
_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_RIGHT, p_delta.x);
} else if (p_delta.x < 0) {
_wheel_button_click(event_buttons_mask, ev, MouseButton::WHEEL_LEFT, -p_delta.x);
}
} break;
}
}
void AndroidInputHandler::_wheel_button_click(MouseButton event_buttons_mask, const Ref<InputEventMouseButton> &ev, MouseButton wheel_button, float factor) {
Ref<InputEventMouseButton> evd = ev->duplicate();
_set_key_modifier_state(evd);
evd->set_button_index(wheel_button);
evd->set_button_mask(MouseButton(event_buttons_mask ^ mouse_button_to_mask(wheel_button)));
evd->set_factor(factor);
Input::get_singleton()->parse_input_event(evd);
Ref<InputEventMouseButton> evdd = evd->duplicate();
evdd->set_pressed(false);
evdd->set_button_mask(event_buttons_mask);
Input::get_singleton()->parse_input_event(evdd);
}
void AndroidInputHandler::process_magnify(Point2 p_pos, float p_factor) {
Ref<InputEventMagnifyGesture> magnify_event;
magnify_event.instantiate();
_set_key_modifier_state(magnify_event);
magnify_event->set_position(p_pos);
magnify_event->set_factor(p_factor);
Input::get_singleton()->parse_input_event(magnify_event);
}
void AndroidInputHandler::process_pan(Point2 p_pos, Vector2 p_delta) {
Ref<InputEventPanGesture> pan_event;
pan_event.instantiate();
_set_key_modifier_state(pan_event);
pan_event->set_position(p_pos);
pan_event->set_delta(p_delta);
Input::get_singleton()->parse_input_event(pan_event);
}
MouseButton AndroidInputHandler::_button_index_from_mask(MouseButton button_mask) {
switch (button_mask) {
case MouseButton::MASK_LEFT:
return MouseButton::LEFT;
case MouseButton::MASK_RIGHT:
return MouseButton::RIGHT;
case MouseButton::MASK_MIDDLE:
return MouseButton::MIDDLE;
case MouseButton::MASK_XBUTTON1:
return MouseButton::MB_XBUTTON1;
case MouseButton::MASK_XBUTTON2:
return MouseButton::MB_XBUTTON2;
default:
return MouseButton::NONE;
}
}
MouseButton AndroidInputHandler::_android_button_mask_to_godot_button_mask(int android_button_mask) {
MouseButton godot_button_mask = MouseButton::NONE;
if (android_button_mask & AMOTION_EVENT_BUTTON_PRIMARY) {
godot_button_mask |= MouseButton::MASK_LEFT;
}
if (android_button_mask & AMOTION_EVENT_BUTTON_SECONDARY) {
godot_button_mask |= MouseButton::MASK_RIGHT;
}
if (android_button_mask & AMOTION_EVENT_BUTTON_TERTIARY) {
godot_button_mask |= MouseButton::MASK_MIDDLE;
}
if (android_button_mask & AMOTION_EVENT_BUTTON_BACK) {
godot_button_mask |= MouseButton::MASK_XBUTTON1;
}
if (android_button_mask & AMOTION_EVENT_BUTTON_FORWARD) {
godot_button_mask |= MouseButton::MASK_XBUTTON2;
}
return godot_button_mask;
}