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5e59819727
Follow up to https://github.com/godotengine/godot/pull/93933 Clean up the set of settings use to control whether Android input should be dispatched on the render thread. Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
387 lines
12 KiB
C++
387 lines
12 KiB
C++
/**************************************************************************/
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/* input.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_H
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#define INPUT_H
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#include "core/input/input_event.h"
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#include "core/object/object.h"
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#include "core/os/keyboard.h"
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#include "core/os/thread_safe.h"
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#include "core/templates/rb_set.h"
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#include "core/variant/typed_array.h"
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class Input : public Object {
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GDCLASS(Input, Object);
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_THREAD_SAFE_CLASS_
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static Input *singleton;
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static constexpr uint64_t MAX_EVENT = 32;
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public:
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enum MouseMode {
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MOUSE_MODE_VISIBLE,
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MOUSE_MODE_HIDDEN,
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MOUSE_MODE_CAPTURED,
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MOUSE_MODE_CONFINED,
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MOUSE_MODE_CONFINED_HIDDEN,
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};
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#undef CursorShape
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enum CursorShape {
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CURSOR_ARROW,
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CURSOR_IBEAM,
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CURSOR_POINTING_HAND,
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CURSOR_CROSS,
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CURSOR_WAIT,
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CURSOR_BUSY,
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CURSOR_DRAG,
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CURSOR_CAN_DROP,
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CURSOR_FORBIDDEN,
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CURSOR_VSIZE,
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CURSOR_HSIZE,
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CURSOR_BDIAGSIZE,
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CURSOR_FDIAGSIZE,
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CURSOR_MOVE,
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CURSOR_VSPLIT,
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CURSOR_HSPLIT,
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CURSOR_HELP,
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CURSOR_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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typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
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private:
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BitField<MouseButtonMask> mouse_button_mask;
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RBSet<Key> key_label_pressed;
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RBSet<Key> physical_keys_pressed;
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RBSet<Key> keys_pressed;
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RBSet<JoyButton> joy_buttons_pressed;
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RBMap<JoyAxis, float> _joy_axis;
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//RBMap<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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int64_t mouse_window = 0;
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bool legacy_just_pressed_behavior = false;
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struct ActionState {
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uint64_t pressed_physics_frame = UINT64_MAX;
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uint64_t pressed_process_frame = UINT64_MAX;
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uint64_t released_physics_frame = UINT64_MAX;
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uint64_t released_process_frame = UINT64_MAX;
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bool exact = true;
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struct DeviceState {
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bool pressed[MAX_EVENT] = { false };
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float strength[MAX_EVENT] = { 0.0 };
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float raw_strength[MAX_EVENT] = { 0.0 };
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};
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bool api_pressed = false;
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float api_strength = 0.0;
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HashMap<int, DeviceState> device_states;
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// Cache.
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struct ActionStateCache {
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bool pressed = false;
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float strength = false;
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float raw_strength = false;
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} cache;
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};
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HashMap<StringName, ActionState> action_states;
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bool emulate_touch_from_mouse = false;
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bool emulate_mouse_from_touch = false;
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bool agile_input_event_flushing = false;
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bool use_accumulated_input = true;
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int mouse_from_touch_index = -1;
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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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HashMap<int, VibrationInfo> joy_vibration;
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struct VelocityTrack {
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uint64_t last_tick = 0;
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Vector2 velocity;
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Vector2 screen_velocity;
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Vector2 accum;
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Vector2 screen_accum;
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float accum_t = 0.0f;
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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, const Vector2 &p_screen_delta_p);
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void reset();
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VelocityTrack();
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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 = false;
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bool last_buttons[(size_t)JoyButton::MAX] = { false };
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float last_axis[(size_t)JoyAxis::MAX] = { 0.0f };
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HatMask last_hat = HatMask::CENTER;
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int mapping = -1;
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int hat_current = 0;
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Dictionary info;
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};
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VelocityTrack mouse_velocity_track;
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HashMap<int, VelocityTrack> touch_velocity_track;
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HashMap<int, Joypad> joy_names;
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HashSet<uint32_t> ignored_device_ids;
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int fallback_mapping = -1;
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CursorShape default_shape = CURSOR_ARROW;
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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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enum JoyAxisRange {
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NEGATIVE_HALF_AXIS = -1,
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FULL_AXIS = 0,
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POSITIVE_HALF_AXIS = 1
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};
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struct JoyEvent {
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int type = TYPE_MAX;
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int index = -1; // Can be either JoyAxis or JoyButton.
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float value = 0.f;
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};
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struct JoyBinding {
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JoyType inputType;
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union {
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JoyButton button;
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struct {
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JoyAxis axis;
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JoyAxisRange range;
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bool invert;
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} axis;
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struct {
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HatDir hat;
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HatMask hat_mask;
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} hat;
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} input;
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JoyType outputType;
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union {
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JoyButton button;
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struct {
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JoyAxis axis;
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JoyAxisRange range;
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} axis;
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} output;
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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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Vector<JoyBinding> bindings;
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};
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Vector<JoyDeviceMapping> map_db;
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JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button);
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JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value, JoyAxisRange &r_range);
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void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]);
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JoyButton _get_output_button(const String &output);
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JoyAxis _get_output_axis(const String &output);
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void _button_event(int p_device, JoyButton p_index, bool p_pressed);
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void _axis_event(int p_device, JoyAxis p_axis, float p_value);
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void _update_action_cache(const StringName &p_action_name, ActionState &r_action_state);
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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>> buffered_events;
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#ifdef DEBUG_ENABLED
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HashSet<Ref<InputEvent>> frame_parsed_events;
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uint64_t last_parsed_frame = UINT64_MAX;
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#endif
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friend class DisplayServer;
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static void (*set_mouse_mode_func)(MouseMode);
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static MouseMode (*get_mouse_mode_func)();
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static void (*warp_mouse_func)(const Vector2 &p_position);
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static CursorShape (*get_current_cursor_shape_func)();
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static void (*set_custom_mouse_cursor_func)(const Ref<Resource> &, CursorShape, const Vector2 &);
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EventDispatchFunc event_dispatch_function = nullptr;
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#ifndef DISABLE_DEPRECATED
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void _vibrate_handheld_bind_compat_91143(int p_duration_ms = 500);
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static void _bind_compatibility_methods();
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#endif // DISABLE_DEPRECATED
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protected:
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static void _bind_methods();
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public:
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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#ifdef TOOLS_ENABLED
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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#endif
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static Input *get_singleton();
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bool is_anything_pressed() const;
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bool is_key_pressed(Key p_keycode) const;
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bool is_physical_key_pressed(Key p_keycode) const;
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bool is_key_label_pressed(Key p_keycode) const;
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bool is_mouse_button_pressed(MouseButton p_button) const;
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bool is_joy_button_pressed(int p_device, JoyButton p_button) const;
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bool is_action_pressed(const StringName &p_action, bool p_exact = false) const;
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bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const;
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bool is_action_just_released(const StringName &p_action, bool p_exact = false) const;
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float get_action_strength(const StringName &p_action, bool p_exact = false) const;
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float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const;
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float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
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Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const;
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float get_joy_axis(int p_device, JoyAxis p_axis) const;
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String get_joy_name(int p_idx);
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TypedArray<int> get_connected_joypads();
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Vector2 get_joy_vibration_strength(int p_device);
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float get_joy_vibration_duration(int p_device);
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uint64_t get_joy_vibration_timestamp(int p_device);
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void joy_connection_changed(int p_idx, bool p_connected, const String &p_name, const String &p_guid = "", const Dictionary &p_joypad_info = Dictionary());
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Vector3 get_gravity() const;
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Vector3 get_accelerometer() const;
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Vector3 get_magnetometer() const;
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Vector3 get_gyroscope() const;
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Point2 get_mouse_position() const;
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Vector2 get_last_mouse_velocity();
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Vector2 get_last_mouse_screen_velocity();
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BitField<MouseButtonMask> get_mouse_button_mask() const;
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void warp_mouse(const Vector2 &p_position);
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Point2 warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
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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, JoyAxis p_axis, float p_value);
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void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
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void stop_joy_vibration(int p_device);
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void vibrate_handheld(int p_duration_ms = 500, float p_amplitude = -1.0);
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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 set_emulate_touch_from_mouse(bool p_emulate);
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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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bool is_emulating_mouse_from_touch() const;
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CursorShape get_default_cursor_shape() const;
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void set_default_cursor_shape(CursorShape p_shape);
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CursorShape get_current_cursor_shape() const;
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void set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
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void parse_mapping(const String &p_mapping);
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void joy_button(int p_device, JoyButton p_button, bool p_pressed);
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void joy_axis(int p_device, JoyAxis p_axis, float p_value);
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void joy_hat(int p_device, BitField<HatMask> p_val);
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void add_joy_mapping(const String &p_mapping, bool p_update_existing = false);
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void remove_joy_mapping(const String &p_guid);
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int get_unused_joy_id();
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bool is_joy_known(int p_device);
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String get_joy_guid(int p_device) const;
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bool should_ignore_device(int p_vendor_id, int p_product_id) const;
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Dictionary get_joy_info(int p_device) const;
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void set_fallback_mapping(const String &p_guid);
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#ifdef DEBUG_ENABLED
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void flush_frame_parsed_events();
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#endif
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void flush_buffered_events();
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bool is_agile_input_event_flushing();
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void set_agile_input_event_flushing(bool p_enable);
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void set_use_accumulated_input(bool p_enable);
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bool is_using_accumulated_input();
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void release_pressed_events();
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void set_event_dispatch_function(EventDispatchFunc p_function);
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Input();
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~Input();
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};
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VARIANT_ENUM_CAST(Input::MouseMode);
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VARIANT_ENUM_CAST(Input::CursorShape);
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#endif // INPUT_H
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