/**************************************************************************/ /* android_input_handler.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 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::get_singleton()); void _set_key_modifier_state(Ref 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 &ev, int wheel_button, float factor); void _parse_mouse_event_info(int buttons_mask, bool p_pressed, bool p_canceled, bool p_double_click, bool p_source_mouse_relative); void _release_mouse_event_info(bool p_source_mouse_relative = false); void _cancel_mouse_event_info(bool p_source_mouse_relative = false); void _parse_all_touch(bool p_pressed, bool p_canceled = false, bool p_double_tap = false); void _release_all_touch(); void _cancel_all_touch(); public: void process_joy_event(const JoypadEvent &p_event); void process_key_event(int p_scancode, int p_physical_scancode, int p_unicode, bool p_pressed); 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 &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); }; #endif // ANDROID_INPUT_HANDLER_H