virtualx-engine/core/input_map.cpp

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/*************************************************************************/
/* input_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#include "input_map.h"
#include "core/os/input.h"
#include "core/os/keyboard.h"
#include "core/project_settings.h"
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InputMap *InputMap::singleton = nullptr;
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int InputMap::ALL_DEVICES = -1;
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void InputMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
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}
/**
* Returns an nonexistent action error message with a suggestion of the closest
* matching action name (if possible).
*/
String InputMap::_suggest_actions(const StringName &p_action) const {
List<StringName> actions = get_actions();
StringName closest_action;
float closest_similarity = 0.0;
// Find the most action with the most similar name.
for (List<StringName>::Element *E = actions.front(); E; E = E->next()) {
const float similarity = String(E->get()).similarity(p_action);
if (similarity > closest_similarity) {
closest_action = E->get();
closest_similarity = similarity;
}
}
String error_message = vformat("The InputMap action \"%s\" doesn't exist.", p_action);
if (closest_similarity >= 0.4) {
// Only include a suggestion in the error message if it's similar enough.
error_message += vformat(" Did you mean \"%s\"?", closest_action);
}
return error_message;
}
void InputMap::add_action(const StringName &p_action, float p_deadzone) {
ERR_FAIL_COND_MSG(input_map.has(p_action), "InputMap already has action \"" + String(p_action) + "\".");
input_map[p_action] = Action();
static int last_id = 1;
input_map[p_action].id = last_id;
input_map[p_action].deadzone = p_deadzone;
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last_id++;
}
void InputMap::erase_action(const StringName &p_action) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
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input_map.erase(p_action);
}
Array InputMap::_get_actions() {
Array ret;
List<StringName> actions = get_actions();
if (actions.empty()) {
return ret;
}
for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
List<StringName> InputMap::get_actions() const {
List<StringName> actions = List<StringName>();
if (input_map.empty()) {
return actions;
}
for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
actions.push_back(E->key());
}
return actions;
}
List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
ERR_FAIL_COND_V(!p_event.is_valid(), nullptr);
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for (List<Ref<InputEvent>>::Element *E = p_action.inputs.front(); E; E = E->next()) {
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?
// continue;
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int device = e->get_device();
if (device == ALL_DEVICES || device == p_event->get_device()) {
if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
return E;
}
}
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}
return nullptr;
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}
bool InputMap::has_action(const StringName &p_action) const {
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return input_map.has(p_action);
}
void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
input_map[p_action].deadzone = p_deadzone;
}
void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
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);
}
bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, _suggest_actions(p_action));
return (_find_event(input_map[p_action], p_event) != nullptr);
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}
void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
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List<Ref<InputEvent>>::Element *E = _find_event(input_map[p_action], p_event);
if (E) {
input_map[p_action].inputs.erase(E);
if (Input::get_singleton()->is_action_pressed(p_action)) {
Input::get_singleton()->action_release(p_action);
}
}
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}
void InputMap::action_erase_events(const StringName &p_action) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
input_map[p_action].inputs.clear();
}
Array InputMap::_get_action_list(const StringName &p_action) {
Array ret;
const List<Ref<InputEvent>> *al = get_action_list(p_action);
if (al) {
for (const List<Ref<InputEvent>>::Element *E = al->front(); E; E = E->next()) {
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ret.push_back(E->get());
}
}
return ret;
}
const List<Ref<InputEvent>> *InputMap::get_action_list(const StringName &p_action) {
const Map<StringName, Action>::Element *E = input_map.find(p_action);
if (!E) {
return nullptr;
}
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return &E->get().inputs;
}
bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
return event_get_action_status(p_event, p_action);
}
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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 {
Map<StringName, Action>::Element *E = input_map.find(p_action);
ERR_FAIL_COND_V_MSG(!E, false, _suggest_actions(p_action));
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Ref<InputEventAction> input_event_action = p_event;
if (input_event_action.is_valid()) {
if (p_pressed != nullptr) {
*p_pressed = input_event_action->is_pressed();
}
if (p_strength != nullptr) {
*p_strength = (p_pressed != nullptr && *p_pressed) ? input_event_action->get_strength() : 0.0f;
}
return input_event_action->get_action() == p_action;
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}
bool pressed;
float strength;
List<Ref<InputEvent>>::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
if (event != nullptr) {
if (p_pressed != nullptr) {
*p_pressed = pressed;
}
if (p_strength != nullptr) {
*p_strength = strength;
}
return true;
} else {
return false;
}
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}
const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
return input_map;
}
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void InputMap::load_from_globals() {
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input_map.clear();
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List<PropertyInfo> pinfo;
ProjectSettings::get_singleton()->get_property_list(&pinfo);
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for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
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);
float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
Array events = action["events"];
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add_action(name, deadzone);
for (int i = 0; i < events.size(); i++) {
Ref<InputEvent> event = events[i];
if (event.is_null()) {
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continue;
}
action_add_event(name, event);
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}
}
}
void InputMap::load_default() {
Ref<InputEventKey> key;
add_action("ui_accept");
key.instance();
key->set_scancode(KEY_ENTER);
action_add_event("ui_accept", key);
key.instance();
key->set_scancode(KEY_KP_ENTER);
action_add_event("ui_accept", key);
key.instance();
key->set_scancode(KEY_SPACE);
action_add_event("ui_accept", key);
add_action("ui_select");
key.instance();
key->set_scancode(KEY_SPACE);
action_add_event("ui_select", key);
add_action("ui_cancel");
key.instance();
key->set_scancode(KEY_ESCAPE);
action_add_event("ui_cancel", key);
add_action("ui_focus_next");
key.instance();
key->set_scancode(KEY_TAB);
action_add_event("ui_focus_next", key);
add_action("ui_focus_prev");
key.instance();
key->set_scancode(KEY_TAB);
key->set_shift(true);
action_add_event("ui_focus_prev", key);
add_action("ui_left");
key.instance();
key->set_scancode(KEY_LEFT);
action_add_event("ui_left", key);
add_action("ui_right");
key.instance();
key->set_scancode(KEY_RIGHT);
action_add_event("ui_right", key);
add_action("ui_up");
key.instance();
key->set_scancode(KEY_UP);
action_add_event("ui_up", key);
add_action("ui_down");
key.instance();
key->set_scancode(KEY_DOWN);
action_add_event("ui_down", key);
add_action("ui_page_up");
key.instance();
key->set_scancode(KEY_PAGEUP);
action_add_event("ui_page_up", key);
add_action("ui_page_down");
key.instance();
key->set_scancode(KEY_PAGEDOWN);
action_add_event("ui_page_down", key);
add_action("ui_home");
key.instance();
key->set_scancode(KEY_HOME);
action_add_event("ui_home", key);
add_action("ui_end");
key.instance();
key->set_scancode(KEY_END);
action_add_event("ui_end", key);
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}
InputMap::InputMap() {
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ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
singleton = this;
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}