virtualx-engine/platform/android/android_input_handler.h

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/*************************************************************************/
/* android_input_handler.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef ANDROID_INPUT_HANDLER_H
#define ANDROID_INPUT_HANDLER_H
#include "main/input_default.h"
// This class encapsulates all the handling of input events that come from the Android UI thread.
// Remarks:
// - It's not thread-safe by itself, so its functions must only be called on a single thread, which is the Android UI thread.
// - Its functions must only call thread-safe methods.
class AndroidInputHandler {
public:
struct TouchPos {
int id;
Point2 pos;
};
struct MouseEventInfo {
bool valid = false;
Point2 pos;
};
enum {
JOY_EVENT_BUTTON = 0,
JOY_EVENT_AXIS = 1,
JOY_EVENT_HAT = 2
};
struct JoypadEvent {
int device;
int type;
int index;
bool pressed;
float value;
int hat;
};
private:
Vector<TouchPos> touch;
MouseEventInfo mouse_event_info;
Point2 hover_prev_pos; // needed to calculate the relative position on hover events
bool alt_mem = false;
bool shift_mem = false;
bool control_mem = false;
bool meta_mem = false;
int buttons_state = 0;
InputDefault *input = static_cast<InputDefault *>(InputDefault::get_singleton());
void _set_key_modifier_state(Ref<InputEventWithModifiers> ev) const;
static int _button_index_from_mask(int button_mask);
static int _android_button_mask_to_godot_button_mask(int android_button_mask);
void _wheel_button_click(int event_buttons_mask, const Ref<InputEventMouseButton> &ev, int wheel_button, float factor);
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void _parse_mouse_event_info(int buttons_mask, bool p_pressed, bool p_double_click, bool p_source_mouse_relative);
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void _release_mouse_event_info(bool p_source_mouse_relative = false);
void _parse_all_touch(bool p_pressed, bool p_double_tap);
void _release_all_touch();
public:
void process_joy_event(const JoypadEvent &p_event);
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void process_key_event(int p_scancode, int p_physical_scancode, int p_unicode, bool p_pressed);
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void 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);
void process_touch_event(int p_event, int p_pointer, const Vector<TouchPos> &p_points, bool p_double_tap);
void process_magnify(Point2 p_pos, float p_factor);
void process_pan(Point2 p_pos, Vector2 p_delta);
void joy_connection_changed(int p_device, bool p_connected, String p_name);
};
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#endif // ANDROID_INPUT_HANDLER_H