/**************************************************************************/ /* input_default.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 INPUT_DEFAULT_H #define INPUT_DEFAULT_H #include "core/os/input.h" class InputDefault : public Input { GDCLASS(InputDefault, Input); _THREAD_SAFE_CLASS_ int mouse_button_mask; Set physical_keys_pressed; Set keys_pressed; Set joy_buttons_pressed; Map _joy_axis; //Map custom_action_press; Vector3 gravity; Vector3 accelerometer; Vector3 magnetometer; Vector3 gyroscope; Vector2 mouse_pos; MainLoop *main_loop; bool legacy_just_pressed_behavior = false; struct Action { uint64_t pressed_physics_frame = UINT64_MAX; uint64_t pressed_idle_frame = UINT64_MAX; uint64_t released_physics_frame = UINT64_MAX; uint64_t released_idle_frame = UINT64_MAX; bool pressed = false; bool exact = true; float strength = 0.0f; float raw_strength = 0.0f; }; Map action_state; bool emulate_touch_from_mouse; bool emulate_mouse_from_touch; int mouse_from_touch_index; struct SpeedTrack { uint64_t last_tick; Vector2 speed; Vector2 accum; float accum_t; float min_ref_frame; float max_ref_frame; void update(const Vector2 &p_delta_p); void reset(); SpeedTrack(); }; struct Joypad { StringName name; StringName uid; bool connected; bool last_buttons[JOY_BUTTON_MAX + 12]; //apparently SDL specifies 35 possible buttons on android float last_axis[JOY_AXIS_MAX]; int last_hat; int mapping; int hat_current; Joypad() { for (int i = 0; i < JOY_AXIS_MAX; i++) { last_axis[i] = 0.0f; } for (int i = 0; i < JOY_BUTTON_MAX + 12; i++) { last_buttons[i] = false; } connected = false; last_hat = HAT_MASK_CENTER; mapping = -1; hat_current = 0; } }; SpeedTrack mouse_speed_track; Map touch_speed_track; Map joy_names; int fallback_mapping; CursorShape default_shape; public: enum HatMask { HAT_MASK_CENTER = 0, HAT_MASK_UP = 1, HAT_MASK_RIGHT = 2, HAT_MASK_DOWN = 4, HAT_MASK_LEFT = 8, }; enum HatDir { HAT_UP, HAT_RIGHT, HAT_DOWN, HAT_LEFT, HAT_MAX, }; enum { JOYPADS_MAX = 16, }; private: enum JoyType { TYPE_BUTTON, TYPE_AXIS, TYPE_HAT, TYPE_MAX, }; enum JoyAxisRange { NEGATIVE_HALF_AXIS = -1, FULL_AXIS = 0, POSITIVE_HALF_AXIS = 1 }; struct JoyEvent { int type; int index; float value; }; struct JoyBinding { JoyType inputType; union { int button; struct { int axis; JoyAxisRange range; bool invert; } axis; struct { int hat; HatMask hat_mask; } hat; } input; JoyType outputType; union { JoystickList button; struct { JoystickList axis; JoyAxisRange range; } axis; } output; }; struct JoyDeviceMapping { String uid; String name; Vector bindings; }; Vector map_db; Set ignored_device_ids; JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button); JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value); void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]); JoystickList _get_output_button(String output); JoystickList _get_output_axis(String output); void _button_event(int p_device, int p_index, bool p_pressed); void _axis_event(int p_device, int p_axis, float p_value); void _parse_input_event_impl(const Ref &p_event, bool p_is_emulated); List> buffered_events; bool use_input_buffering; bool use_accumulated_input; #ifdef DEBUG_ENABLED Set> frame_parsed_events; uint64_t last_parsed_frame = UINT64_MAX; #endif protected: struct VibrationInfo { float weak_magnitude; float strong_magnitude; float duration; // Duration in seconds uint64_t timestamp; }; Map joy_vibration; public: virtual bool is_key_pressed(int p_scancode) const; virtual bool is_physical_key_pressed(int p_scancode) const; virtual bool is_mouse_button_pressed(int p_button) const; virtual bool is_joy_button_pressed(int p_device, int p_button) const; virtual bool is_action_pressed(const StringName &p_action, bool p_exact = false) const; virtual bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const; virtual bool is_action_just_released(const StringName &p_action, bool p_exact = false) const; virtual float get_action_strength(const StringName &p_action, bool p_exact = false) const; virtual float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const; virtual float get_joy_axis(int p_device, int p_axis) const; String get_joy_name(int p_idx); virtual Array get_connected_joypads(); virtual Vector2 get_joy_vibration_strength(int p_device); virtual float get_joy_vibration_duration(int p_device); virtual uint64_t get_joy_vibration_timestamp(int p_device); void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = ""); virtual Vector3 get_gravity() const; virtual Vector3 get_accelerometer() const; virtual Vector3 get_magnetometer() const; virtual Vector3 get_gyroscope() const; virtual Point2 get_mouse_position() const; virtual Point2 get_last_mouse_speed(); virtual int get_mouse_button_mask() const; virtual void warp_mouse_position(const Vector2 &p_to); virtual Point2i warp_mouse_motion(const Ref &p_motion, const Rect2 &p_rect); virtual void parse_input_event(const Ref &p_event); virtual void set_gravity(const Vector3 &p_gravity); virtual void set_accelerometer(const Vector3 &p_accel); virtual void set_magnetometer(const Vector3 &p_magnetometer); virtual void set_gyroscope(const Vector3 &p_gyroscope); void set_joy_axis(int p_device, int p_axis, float p_value); virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0); virtual void stop_joy_vibration(int p_device); virtual void vibrate_handheld(int p_duration_ms = 500); void set_main_loop(MainLoop *p_main_loop); void set_mouse_position(const Point2 &p_posf); void action_press(const StringName &p_action, float p_strength = 1.f); void action_release(const StringName &p_action); void iteration(float p_step); void set_emulate_touch_from_mouse(bool p_emulate); virtual bool is_emulating_touch_from_mouse() const; void ensure_touch_mouse_raised(); void set_emulate_mouse_from_touch(bool p_emulate); virtual bool is_emulating_mouse_from_touch() const; virtual CursorShape get_default_cursor_shape() const; virtual void set_default_cursor_shape(CursorShape p_shape); virtual CursorShape get_current_cursor_shape() const; virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2()); void parse_mapping(String p_mapping); void joy_button(int p_device, int p_button, bool p_pressed); void joy_axis(int p_device, int p_axis, float p_value); void joy_hat(int p_device, int p_val); virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false); virtual void remove_joy_mapping(String p_guid); virtual bool is_joy_known(int p_device); virtual String get_joy_guid(int p_device) const; bool should_ignore_device(int p_vendor_id, int p_product_id) const; virtual String get_joy_button_string(int p_button); virtual String get_joy_axis_string(int p_axis); virtual int get_joy_axis_index_from_string(String p_axis); virtual int get_joy_button_index_from_string(String p_button); int get_unused_joy_id(); bool is_joy_mapped(int p_device); String get_joy_guid_remapped(int p_device) const; void set_fallback_mapping(String p_guid); virtual void flush_buffered_events(); virtual bool is_using_input_buffering(); virtual void set_use_input_buffering(bool p_enable); virtual bool is_using_accumulated_input(); virtual void set_use_accumulated_input(bool p_enable); virtual void release_pressed_events(); InputDefault(); }; #endif // INPUT_DEFAULT_H