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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
281 lines
8.7 KiB
C++
281 lines
8.7 KiB
C++
/*************************************************************************/
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/* input_default.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_DEFAULT_H
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#define INPUT_DEFAULT_H
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#include "core/os/input.h"
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class InputDefault : public Input {
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GDCLASS(InputDefault, Input);
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_THREAD_SAFE_CLASS_
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int mouse_button_mask;
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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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MainLoop *main_loop;
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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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};
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Map<StringName, Action> action_state;
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bool emulate_touch_from_mouse;
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bool emulate_mouse_from_touch;
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int mouse_from_touch_index;
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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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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;
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bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
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float last_axis[JOY_AXIS_MAX];
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float filter;
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int last_hat;
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int mapping;
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int hat_current;
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Joypad() {
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for (int i = 0; i < JOY_AXIS_MAX; i++) {
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last_axis[i] = 0.0f;
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}
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for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
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last_buttons[i] = false;
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}
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connected = false;
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last_hat = HAT_MASK_CENTER;
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filter = 0.01f;
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mapping = -1;
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hat_current = 0;
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}
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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;
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CursorShape default_shape;
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public:
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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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private:
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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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struct JoyEvent {
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int type;
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int index;
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int value;
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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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Map<int, JoyEvent> buttons;
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Map<int, JoyEvent> axis;
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JoyEvent hat[HAT_MAX];
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};
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JoyEvent hat_map_default[HAT_MAX];
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Vector<JoyDeviceMapping> map_db;
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JoyEvent _find_to_event(String p_to);
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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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float _handle_deadzone(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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bool use_accumulated_input;
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public:
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virtual bool is_key_pressed(int p_scancode) const;
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virtual bool is_mouse_button_pressed(int p_button) const;
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virtual bool is_joy_button_pressed(int p_device, int p_button) const;
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virtual bool is_action_pressed(const StringName &p_action) const;
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virtual bool is_action_just_pressed(const StringName &p_action) const;
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virtual bool is_action_just_released(const StringName &p_action) const;
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virtual float get_action_strength(const StringName &p_action) const;
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virtual 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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virtual Array get_connected_joypads();
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virtual Vector2 get_joy_vibration_strength(int p_device);
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virtual float get_joy_vibration_duration(int p_device);
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virtual 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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virtual Vector3 get_gravity() const;
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virtual Vector3 get_accelerometer() const;
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virtual Vector3 get_magnetometer() const;
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virtual Vector3 get_gyroscope() const;
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virtual Point2 get_mouse_position() const;
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virtual Point2 get_last_mouse_speed() const;
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virtual int get_mouse_button_mask() const;
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virtual void warp_mouse_position(const Vector2 &p_to);
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virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
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virtual 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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virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
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virtual void stop_joy_vibration(int p_device);
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virtual void vibrate_handheld(int p_duration_ms = 500);
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void set_main_loop(MainLoop *p_main_loop);
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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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virtual 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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virtual bool is_emulating_mouse_from_touch() const;
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virtual CursorShape get_default_cursor_shape() const;
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virtual void set_default_cursor_shape(CursorShape p_shape);
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virtual CursorShape get_current_cursor_shape() const;
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virtual 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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virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false);
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virtual void remove_joy_mapping(String p_guid);
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virtual bool is_joy_known(int p_device);
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virtual String get_joy_guid(int p_device) const;
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virtual String get_joy_button_string(int p_button);
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virtual String get_joy_axis_string(int p_axis);
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virtual int get_joy_axis_index_from_string(String p_axis);
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virtual 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_mapped(int p_device);
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String get_joy_guid_remapped(int p_device) const;
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void set_fallback_mapping(String p_guid);
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virtual void accumulate_input_event(const Ref<InputEvent> &p_event);
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virtual void flush_accumulated_events();
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virtual void set_use_accumulated_input(bool p_enable);
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virtual void release_pressed_events();
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InputDefault();
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};
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#endif // INPUT_DEFAULT_H
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