virtualx-engine/core/os/input.h
Juan Linietsky 58cda02a38 -fixed export templates not loading/exporting on Windows
-fixed TouchScreenButton with stretch2d
-fixed(?) OSX crash on startup (test!!)
-compilation fixes on windows
-CollisionPolygon editor works again
-find buttons en find dialog
-TileMap editor cleanup (removed "error", made nicer)
-viewport flicker fixed
-make .scn default extension for saving scenes
-export the rest of the network classes to gdscript
2014-02-13 18:03:28 -03:00

140 lines
4.4 KiB
C++

/*************************************************************************/
/* input.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* 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_H
#define INPUT_H
#include "object.h"
#include "os/thread_safe.h"
#include "os/main_loop.h"
class Input : public Object {
OBJ_TYPE( Input, Object );
static Input *singleton;
protected:
static void _bind_methods();
public:
enum MouseMode {
MOUSE_MODE_VISIBLE,
MOUSE_MODE_HIDDEN,
MOUSE_MODE_CAPTURED
};
void set_mouse_mode(MouseMode p_mode);
MouseMode get_mouse_mode() const;
static Input *get_singleton();
virtual bool is_key_pressed(int p_scancode)=0;
virtual bool is_mouse_button_pressed(int p_button)=0;
virtual bool is_joy_button_pressed(int p_device, int p_button)=0;
virtual bool is_action_pressed(const StringName& p_action)=0;
virtual float get_joy_axis(int p_device,int p_axis)=0;
virtual Point2 get_mouse_pos() const=0;
virtual Point2 get_mouse_speed() const=0;
virtual Vector3 get_accelerometer()=0;
virtual void action_press(const StringName& p_action)=0;
virtual void action_release(const StringName& p_action)=0;
Input();
};
VARIANT_ENUM_CAST(Input::MouseMode);
class InputDefault : public Input {
OBJ_TYPE( InputDefault, Input );
_THREAD_SAFE_CLASS_
int mouse_button_mask;
Set<int> keys_pressed;
Set<int> joy_buttons_pressed;
Map<int,float> joy_axis;
Map<StringName,int> custom_action_press;
Vector3 accelerometer;
Vector2 mouse_pos;
MainLoop *main_loop;
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();
};
SpeedTrack mouse_speed_track;
public:
virtual bool is_key_pressed(int p_scancode);
virtual bool is_mouse_button_pressed(int p_button);
virtual bool is_joy_button_pressed(int p_device, int p_button);
virtual bool is_action_pressed(const StringName& p_action);
virtual float get_joy_axis(int p_device,int p_axis);
virtual Vector3 get_accelerometer();
virtual Point2 get_mouse_pos() const;
virtual Point2 get_mouse_speed() const;
void parse_input_event(const InputEvent& p_event);
void set_accelerometer(const Vector3& p_accel);
void set_joy_axis(int p_device,int p_axis,float p_value);
void set_main_loop(MainLoop *main_loop);
void set_mouse_pos(const Point2& p_posf);
void action_press(const StringName& p_action);
void action_release(const StringName& p_action);
void iteration(float p_step);
InputDefault();
};
#endif // INPUT_H