c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
336 lines
9.2 KiB
C++
336 lines
9.2 KiB
C++
/*************************************************************************/
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/* input_map.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#include "input_map.h"
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#include "globals.h"
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#include "os/keyboard.h"
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InputMap *InputMap::singleton=NULL;
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void InputMap::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("has_action","action"),&InputMap::has_action);
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ObjectTypeDB::bind_method(_MD("get_action_id","action"),&InputMap::get_action_id);
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ObjectTypeDB::bind_method(_MD("get_action_from_id","id"),&InputMap::get_action_from_id);
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ObjectTypeDB::bind_method(_MD("get_actions"),&InputMap::_get_actions);
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ObjectTypeDB::bind_method(_MD("add_action","action"),&InputMap::add_action);
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ObjectTypeDB::bind_method(_MD("erase_action","action"),&InputMap::erase_action);
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ObjectTypeDB::bind_method(_MD("action_add_event","action","event"),&InputMap::action_add_event);
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ObjectTypeDB::bind_method(_MD("action_has_event","action","event"),&InputMap::action_has_event);
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ObjectTypeDB::bind_method(_MD("action_erase_event","action","event"),&InputMap::action_erase_event);
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ObjectTypeDB::bind_method(_MD("get_action_list","action"),&InputMap::_get_action_list);
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ObjectTypeDB::bind_method(_MD("event_is_action","event","action"),&InputMap::event_is_action);
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ObjectTypeDB::bind_method(_MD("load_from_globals"),&InputMap::load_from_globals);
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}
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void InputMap::add_action(const StringName& p_action) {
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ERR_FAIL_COND( input_map.has(p_action) );
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input_map[p_action]=Action();
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static int last_id=1;
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input_map[p_action].id=last_id;
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input_id_map[last_id]=p_action;
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last_id++;
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}
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void InputMap::erase_action(const StringName& p_action) {
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ERR_FAIL_COND( !input_map.has(p_action) );
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input_id_map.erase(input_map[p_action].id);
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input_map.erase(p_action);
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}
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StringName InputMap::get_action_from_id(int p_id) const {
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ERR_FAIL_COND_V(!input_id_map.has(p_id),StringName());
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return input_id_map[p_id];
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}
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Array InputMap::_get_actions() {
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Array ret;
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List<StringName> actions = get_actions();
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if(actions.empty())
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return ret;
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for(const List<StringName>::Element *E=actions.front();E;E=E->next()) {
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ret.push_back(E->get());
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}
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return ret;
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}
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List<StringName> InputMap::get_actions() const {
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List<StringName> actions = List<StringName>();
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if(input_map.empty()){
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return actions;
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}
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for (Map<StringName, Action>::Element *E=input_map.front();E;E=E->next()) {
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actions.push_back(E->key());
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}
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return actions;
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}
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List<InputEvent>::Element *InputMap::_find_event(List<InputEvent> &p_list,const InputEvent& p_event, bool p_mod_ignore=false) const {
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for (List<InputEvent>::Element *E=p_list.front();E;E=E->next()) {
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const InputEvent& e=E->get();
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if(e.type!=p_event.type)
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continue;
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if (e.type!=InputEvent::KEY && e.device!=p_event.device)
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continue;
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bool same=false;
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switch(p_event.type) {
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case InputEvent::KEY: {
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same=(e.key.scancode==p_event.key.scancode && (p_mod_ignore || e.key.mod == p_event.key.mod));
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} break;
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case InputEvent::JOYSTICK_BUTTON: {
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same=(e.joy_button.button_index==p_event.joy_button.button_index);
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} break;
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case InputEvent::MOUSE_BUTTON: {
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same=(e.mouse_button.button_index==p_event.mouse_button.button_index);
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} break;
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case InputEvent::JOYSTICK_MOTION: {
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same=(e.joy_motion.axis==p_event.joy_motion.axis && (e.joy_motion.axis_value < 0) == (p_event.joy_motion.axis_value < 0));
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} break;
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}
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if (same)
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return E;
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}
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return NULL;
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}
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bool InputMap::has_action(const StringName& p_action) const {
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return input_map.has(p_action);
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}
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void InputMap::action_add_event(const StringName& p_action,const InputEvent& p_event) {
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ERR_FAIL_COND(p_event.type==InputEvent::ACTION);
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ERR_FAIL_COND( !input_map.has(p_action) );
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if (_find_event(input_map[p_action].inputs,p_event))
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return; //already gots
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input_map[p_action].inputs.push_back(p_event);
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}
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int InputMap::get_action_id(const StringName& p_action) const {
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ERR_FAIL_COND_V(!input_map.has(p_action),-1);
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return input_map[p_action].id;
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}
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bool InputMap::action_has_event(const StringName& p_action,const InputEvent& p_event) {
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ERR_FAIL_COND_V( !input_map.has(p_action), false );
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return (_find_event(input_map[p_action].inputs,p_event)!=NULL);
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}
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void InputMap::action_erase_event(const StringName& p_action,const InputEvent& p_event) {
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ERR_FAIL_COND( !input_map.has(p_action) );
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List<InputEvent>::Element *E=_find_event(input_map[p_action].inputs,p_event);
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if (E)
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input_map[p_action].inputs.erase(E);
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}
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Array InputMap::_get_action_list(const StringName& p_action) {
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Array ret;
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const List<InputEvent> *al = get_action_list(p_action);
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if (al) {
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for(const List<InputEvent>::Element *E=al->front();E;E=E->next()) {
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ret.push_back(E->get());;
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}
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}
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return ret;
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}
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const List<InputEvent> *InputMap::get_action_list(const StringName& p_action) {
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const Map<StringName, Action>::Element *E=input_map.find(p_action);
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if (!E)
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return NULL;
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return &E->get().inputs;
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}
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bool InputMap::event_is_action(const InputEvent& p_event, const StringName& p_action) const {
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Map<StringName,Action >::Element *E=input_map.find(p_action);
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if(!E) {
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ERR_EXPLAIN("Request for nonexistent InputMap action: "+String(p_action));
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ERR_FAIL_COND_V(!E,false);
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}
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if (p_event.type==InputEvent::ACTION) {
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return p_event.action.action==E->get().id;
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}
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return _find_event(E->get().inputs,p_event,!p_event.is_pressed())!=NULL;
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}
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const Map<StringName, InputMap::Action>& InputMap::get_action_map() const {
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return input_map;
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}
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void InputMap::load_from_globals() {
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input_map.clear();;
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List<PropertyInfo> pinfo;
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Globals::get_singleton()->get_property_list(&pinfo);
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for(List<PropertyInfo>::Element *E=pinfo.front();E;E=E->next()) {
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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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add_action(name);
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Array va = Globals::get_singleton()->get(pi.name);;
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for(int i=0;i<va.size();i++) {
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InputEvent ie=va[i];
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if (ie.type==InputEvent::NONE)
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continue;
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action_add_event(name,ie);
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}
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}
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}
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void InputMap::load_default() {
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InputEvent key;
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key.type=InputEvent::KEY;
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add_action("ui_accept");
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key.key.scancode=KEY_RETURN;
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action_add_event("ui_accept",key);
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key.key.scancode=KEY_ENTER;
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action_add_event("ui_accept",key);
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key.key.scancode=KEY_SPACE;
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action_add_event("ui_accept",key);
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add_action("ui_select");
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key.key.scancode=KEY_SPACE;
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action_add_event("ui_select",key);
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add_action("ui_cancel");
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key.key.scancode=KEY_ESCAPE;
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action_add_event("ui_cancel",key);
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add_action("ui_focus_next");
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key.key.scancode=KEY_TAB;
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action_add_event("ui_focus_next",key);
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add_action("ui_focus_prev");
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key.key.scancode=KEY_TAB;
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key.key.mod.shift=true;
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action_add_event("ui_focus_prev",key);
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key.key.mod.shift=false;
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add_action("ui_left");
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key.key.scancode=KEY_LEFT;
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action_add_event("ui_left",key);
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add_action("ui_right");
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key.key.scancode=KEY_RIGHT;
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action_add_event("ui_right",key);
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add_action("ui_up");
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key.key.scancode=KEY_UP;
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action_add_event("ui_up",key);
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add_action("ui_down");
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key.key.scancode=KEY_DOWN;
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action_add_event("ui_down",key);
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add_action("ui_page_up");
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key.key.scancode=KEY_PAGEUP;
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action_add_event("ui_page_up",key);
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add_action("ui_page_down");
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key.key.scancode=KEY_PAGEDOWN;
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action_add_event("ui_page_down",key);
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// set("display/orientation", "landscape");
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}
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InputMap::InputMap() {
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ERR_FAIL_COND(singleton);
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singleton=this;
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}
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