fe52458154
Happy new year to the wonderful Godot community!
91 lines
4.1 KiB
C++
91 lines
4.1 KiB
C++
/*************************************************************************/
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/* android_input_handler.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 ANDROID_INPUT_HANDLER_H
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#define ANDROID_INPUT_HANDLER_H
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#include "core/input/input.h"
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// This class encapsulates all the handling of input events that come from the Android UI thread.
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// Remarks:
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// - It's not thread-safe by itself, so its functions must only be called on a single thread, which is the Android UI thread.
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// - Its functions must only call thread-safe methods.
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class AndroidInputHandler {
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public:
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struct TouchPos {
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int id = 0;
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Point2 pos;
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};
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enum {
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JOY_EVENT_BUTTON = 0,
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JOY_EVENT_AXIS = 1,
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JOY_EVENT_HAT = 2
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};
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struct JoypadEvent {
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int device = 0;
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int type = 0;
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int index = 0; // Can be either JoyAxis or JoyButton.
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bool pressed = false;
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float value = 0;
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HatMask hat = HatMask::CENTER;
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};
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private:
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bool alt_mem = false;
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bool shift_mem = false;
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bool control_mem = false;
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bool meta_mem = false;
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MouseButton buttons_state = MouseButton::NONE;
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Vector<TouchPos> touch;
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Point2 hover_prev_pos; // needed to calculate the relative position on hover events
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Point2 scroll_prev_pos; // needed to calculate the relative position on scroll events
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void _set_key_modifier_state(Ref<InputEventWithModifiers> ev);
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static MouseButton _button_index_from_mask(MouseButton button_mask);
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static MouseButton _android_button_mask_to_godot_button_mask(int android_button_mask);
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void _wheel_button_click(MouseButton event_buttons_mask, const Ref<InputEventMouseButton> &ev, MouseButton wheel_button, float factor);
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public:
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void process_touch(int p_event, int p_pointer, const Vector<TouchPos> &p_points);
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void process_hover(int p_type, Point2 p_pos);
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void process_mouse_event(int input_device, int event_action, int event_android_buttons_mask, Point2 event_pos, float event_vertical_factor = 0, float event_horizontal_factor = 0);
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void process_double_tap(int event_android_button_mask, Point2 p_pos);
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void process_scroll(Point2 p_pos);
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void process_joy_event(JoypadEvent p_event);
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void process_key_event(int p_keycode, int p_scancode, int p_unicode_char, bool p_pressed);
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};
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#endif
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