8de98dbf21
During GDC and general testing on Steam Deck units, we found that single gamepads would often register inputs twice under certain circumstances. This was caused by SteamInput creating a new virtual device, which Godot registers as a second gamepad. This resulted in two gamepad devices reporting the same button presses, often leading to buggy input response on games with no multi-device logic and other-wise could cause intended Steam rebindings to not work as intended (for example, swapping o and x on a playstation pad if that feature isn't supported by the game.) SDL gets around this by taking in a list of devices that are to be ignored. When valve sees a controller that wants to be rebound via SteamInput, they push a new VID/PID entry onto the environment variable `SDL_GAMECONTROLLER_IGNORE_DEVICES` for the original gamepad so that all game inputs can be read from the virtual gamepad instead. This leverages the same logic as we are already using SDL gamepad related HID mappings.
354 lines
11 KiB
C++
354 lines
11 KiB
C++
/**************************************************************************/
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/* input.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 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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#ifndef INPUT_H
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#define INPUT_H
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#include "core/input/input_event.h"
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#include "core/object/object.h"
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#include "core/os/keyboard.h"
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#include "core/os/thread_safe.h"
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#include "core/templates/rb_set.h"
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#include "core/variant/typed_array.h"
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class Input : public Object {
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GDCLASS(Input, Object);
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_THREAD_SAFE_CLASS_
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static Input *singleton;
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public:
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enum MouseMode {
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MOUSE_MODE_VISIBLE,
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MOUSE_MODE_HIDDEN,
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MOUSE_MODE_CAPTURED,
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MOUSE_MODE_CONFINED,
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MOUSE_MODE_CONFINED_HIDDEN,
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};
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#undef CursorShape
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enum CursorShape {
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CURSOR_ARROW,
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CURSOR_IBEAM,
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CURSOR_POINTING_HAND,
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CURSOR_CROSS,
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CURSOR_WAIT,
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CURSOR_BUSY,
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CURSOR_DRAG,
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CURSOR_CAN_DROP,
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CURSOR_FORBIDDEN,
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CURSOR_VSIZE,
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CURSOR_HSIZE,
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CURSOR_BDIAGSIZE,
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CURSOR_FDIAGSIZE,
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CURSOR_MOVE,
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CURSOR_VSPLIT,
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CURSOR_HSPLIT,
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CURSOR_HELP,
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CURSOR_MAX
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};
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enum {
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JOYPADS_MAX = 16,
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};
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typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
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private:
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BitField<MouseButtonMask> mouse_button_mask;
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RBSet<Key> key_label_pressed;
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RBSet<Key> physical_keys_pressed;
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RBSet<Key> keys_pressed;
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RBSet<JoyButton> joy_buttons_pressed;
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RBMap<JoyAxis, float> _joy_axis;
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//RBMap<StringName,int> custom_action_press;
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Vector3 gravity;
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Vector3 accelerometer;
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Vector3 magnetometer;
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Vector3 gyroscope;
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Vector2 mouse_pos;
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int64_t mouse_window = 0;
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bool legacy_just_pressed_behavior = false;
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struct Action {
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uint64_t pressed_physics_frame = UINT64_MAX;
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uint64_t pressed_process_frame = UINT64_MAX;
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uint64_t released_physics_frame = UINT64_MAX;
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uint64_t released_process_frame = UINT64_MAX;
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bool pressed = false;
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bool exact = true;
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float strength = 0.0f;
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float raw_strength = 0.0f;
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};
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HashMap<StringName, Action> action_state;
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bool emulate_touch_from_mouse = false;
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bool emulate_mouse_from_touch = false;
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bool use_input_buffering = false;
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bool use_accumulated_input = true;
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int mouse_from_touch_index = -1;
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struct VibrationInfo {
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float weak_magnitude;
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float strong_magnitude;
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float duration; // Duration in seconds
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uint64_t timestamp;
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};
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HashMap<int, VibrationInfo> joy_vibration;
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struct VelocityTrack {
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uint64_t last_tick = 0;
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Vector2 velocity;
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Vector2 accum;
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float accum_t = 0.0f;
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float min_ref_frame;
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float max_ref_frame;
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void update(const Vector2 &p_delta_p);
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void reset();
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VelocityTrack();
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};
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struct Joypad {
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StringName name;
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StringName uid;
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bool connected = false;
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bool last_buttons[(size_t)JoyButton::MAX] = { false };
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float last_axis[(size_t)JoyAxis::MAX] = { 0.0f };
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HatMask last_hat = HatMask::CENTER;
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int mapping = -1;
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int hat_current = 0;
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};
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VelocityTrack mouse_velocity_track;
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HashMap<int, VelocityTrack> touch_velocity_track;
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HashMap<int, Joypad> joy_names;
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HashSet<uint32_t> ignored_device_ids;
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int fallback_mapping = -1;
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CursorShape default_shape = CURSOR_ARROW;
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enum JoyType {
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TYPE_BUTTON,
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TYPE_AXIS,
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TYPE_HAT,
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TYPE_MAX,
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};
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enum JoyAxisRange {
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NEGATIVE_HALF_AXIS = -1,
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FULL_AXIS = 0,
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POSITIVE_HALF_AXIS = 1
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};
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struct JoyEvent {
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int type = TYPE_MAX;
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int index = -1; // Can be either JoyAxis or JoyButton.
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float value = 0.f;
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};
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struct JoyBinding {
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JoyType inputType;
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union {
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JoyButton button;
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struct {
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JoyAxis axis;
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JoyAxisRange range;
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bool invert;
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} axis;
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struct {
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HatDir hat;
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HatMask hat_mask;
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} hat;
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} input;
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JoyType outputType;
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union {
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JoyButton button;
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struct {
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JoyAxis axis;
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JoyAxisRange range;
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} axis;
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} output;
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};
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struct JoyDeviceMapping {
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String uid;
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String name;
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Vector<JoyBinding> bindings;
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};
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Vector<JoyDeviceMapping> map_db;
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JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button);
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JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value);
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void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]);
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JoyButton _get_output_button(String output);
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JoyAxis _get_output_axis(String output);
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void _button_event(int p_device, JoyButton p_index, bool p_pressed);
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void _axis_event(int p_device, JoyAxis p_axis, float p_value);
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void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
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List<Ref<InputEvent>> buffered_events;
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#ifdef DEBUG_ENABLED
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HashSet<Ref<InputEvent>> frame_parsed_events;
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uint64_t last_parsed_frame = UINT64_MAX;
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#endif
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friend class DisplayServer;
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static void (*set_mouse_mode_func)(MouseMode);
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static MouseMode (*get_mouse_mode_func)();
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static void (*warp_mouse_func)(const Vector2 &p_position);
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static CursorShape (*get_current_cursor_shape_func)();
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static void (*set_custom_mouse_cursor_func)(const Ref<Resource> &, CursorShape, const Vector2 &);
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EventDispatchFunc event_dispatch_function = nullptr;
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protected:
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static void _bind_methods();
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public:
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
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static Input *get_singleton();
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bool is_anything_pressed() const;
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bool is_key_pressed(Key p_keycode) const;
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bool is_physical_key_pressed(Key p_keycode) const;
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bool is_key_label_pressed(Key p_keycode) const;
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bool is_mouse_button_pressed(MouseButton p_button) const;
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bool is_joy_button_pressed(int p_device, JoyButton p_button) const;
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bool is_action_pressed(const StringName &p_action, bool p_exact = false) const;
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bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const;
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bool is_action_just_released(const StringName &p_action, bool p_exact = false) const;
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float get_action_strength(const StringName &p_action, bool p_exact = false) const;
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float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const;
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float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
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Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const;
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float get_joy_axis(int p_device, JoyAxis p_axis) const;
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String get_joy_name(int p_idx);
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TypedArray<int> get_connected_joypads();
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Vector2 get_joy_vibration_strength(int p_device);
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float get_joy_vibration_duration(int p_device);
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uint64_t get_joy_vibration_timestamp(int p_device);
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void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
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Vector3 get_gravity() const;
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Vector3 get_accelerometer() const;
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Vector3 get_magnetometer() const;
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Vector3 get_gyroscope() const;
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Point2 get_mouse_position() const;
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Vector2 get_last_mouse_velocity();
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BitField<MouseButtonMask> get_mouse_button_mask() const;
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void warp_mouse(const Vector2 &p_position);
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Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
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void parse_input_event(const Ref<InputEvent> &p_event);
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void set_gravity(const Vector3 &p_gravity);
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void set_accelerometer(const Vector3 &p_accel);
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void set_magnetometer(const Vector3 &p_magnetometer);
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void set_gyroscope(const Vector3 &p_gyroscope);
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void set_joy_axis(int p_device, JoyAxis p_axis, float p_value);
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void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
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void stop_joy_vibration(int p_device);
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void vibrate_handheld(int p_duration_ms = 500);
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void set_mouse_position(const Point2 &p_posf);
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void action_press(const StringName &p_action, float p_strength = 1.f);
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void action_release(const StringName &p_action);
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void set_emulate_touch_from_mouse(bool p_emulate);
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bool is_emulating_touch_from_mouse() const;
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void ensure_touch_mouse_raised();
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void set_emulate_mouse_from_touch(bool p_emulate);
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bool is_emulating_mouse_from_touch() const;
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CursorShape get_default_cursor_shape() const;
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void set_default_cursor_shape(CursorShape p_shape);
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CursorShape get_current_cursor_shape() const;
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void set_custom_mouse_cursor(const Ref<Resource> &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
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void parse_mapping(String p_mapping);
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void joy_button(int p_device, JoyButton p_button, bool p_pressed);
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void joy_axis(int p_device, JoyAxis p_axis, float p_value);
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void joy_hat(int p_device, BitField<HatMask> p_val);
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void add_joy_mapping(String p_mapping, bool p_update_existing = false);
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void remove_joy_mapping(String p_guid);
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int get_unused_joy_id();
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bool is_joy_known(int p_device);
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String get_joy_guid(int p_device) const;
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bool should_ignore_device(int p_vendor_id, int p_product_id) const;
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void set_fallback_mapping(String p_guid);
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void flush_buffered_events();
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bool is_using_input_buffering();
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void set_use_input_buffering(bool p_enable);
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void set_use_accumulated_input(bool p_enable);
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bool is_using_accumulated_input();
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void release_pressed_events();
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void set_event_dispatch_function(EventDispatchFunc p_function);
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Input();
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~Input();
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};
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VARIANT_ENUM_CAST(Input::MouseMode);
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VARIANT_ENUM_CAST(Input::CursorShape);
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#endif // INPUT_H
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