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!
249 lines
7.5 KiB
C++
249 lines
7.5 KiB
C++
/*************************************************************************/
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/* input_default.h */
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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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#ifndef INPUT_DEFAULT_H
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#define INPUT_DEFAULT_H
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#include "os/input.h"
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class InputDefault : public Input {
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OBJ_TYPE( InputDefault, Input );
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_THREAD_SAFE_CLASS_
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int mouse_button_mask;
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Set<int> keys_pressed;
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Set<int> joy_buttons_pressed;
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Map<int,float> _joy_axis;
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//Map<StringName,int> custom_action_press;
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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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MainLoop *main_loop;
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struct Action {
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uint64_t fixed_frame;
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uint64_t idle_frame;
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bool pressed;
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};
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Map<StringName,Action> action_state;
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bool emulate_touch;
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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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Map<int, VibrationInfo> joy_vibration;
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struct SpeedTrack {
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uint64_t last_tick;
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Vector2 speed;
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Vector2 accum;
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float accum_t;
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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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SpeedTrack();
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};
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struct Joystick {
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StringName name;
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StringName uid;
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bool connected;
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bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
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float last_axis[JOY_AXIS_MAX];
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float filter;
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int last_hat;
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int mapping;
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int hat_current;
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Joystick() {
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for (int i = 0; i < JOY_AXIS_MAX; i++) {
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last_axis[i] = 0.0f;
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}
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for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
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last_buttons[i] = false;
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}
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connected = false;
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last_hat = HAT_MASK_CENTER;
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filter = 0.01f;
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mapping = -1;
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}
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};
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SpeedTrack mouse_speed_track;
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Map<int, Joystick> joy_names;
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int fallback_mapping;
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RES custom_cursor;
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public:
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enum HatMask {
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HAT_MASK_CENTER = 0,
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HAT_MASK_UP = 1,
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HAT_MASK_RIGHT = 2,
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HAT_MASK_DOWN = 4,
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HAT_MASK_LEFT = 8,
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};
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enum HatDir {
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HAT_UP,
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HAT_RIGHT,
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HAT_DOWN,
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HAT_LEFT,
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HAT_MAX,
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};
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struct JoyAxis {
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int min;
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float value;
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};
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private:
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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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struct JoyEvent {
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int type;
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int index;
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int value;
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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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Map<int,JoyEvent> buttons;
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Map<int,JoyEvent> axis;
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JoyEvent hat[HAT_MAX];
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};
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JoyEvent hat_map_default[HAT_MAX];
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Vector<JoyDeviceMapping> map_db;
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JoyEvent _find_to_event(String p_to);
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uint32_t _button_event(uint32_t p_last_id, int p_device, int p_index, bool p_pressed);
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uint32_t _axis_event(uint32_t p_last_id, int p_device, int p_axis, float p_value);
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float _handle_deadzone(int p_device, int p_axis, float p_value);
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public:
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virtual bool is_key_pressed(int p_scancode) const;
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virtual bool is_mouse_button_pressed(int p_button) const;
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virtual bool is_joy_button_pressed(int p_device, int p_button) const;
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virtual bool is_action_pressed(const StringName& p_action) const;
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virtual bool is_action_just_pressed(const StringName& p_action) const;
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virtual bool is_action_just_released(const StringName& p_action) const;
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virtual float get_joy_axis(int p_device,int p_axis) const;
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String get_joy_name(int p_idx);
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virtual Array get_connected_joysticks();
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virtual Vector2 get_joy_vibration_strength(int p_device);
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virtual float get_joy_vibration_duration(int p_device);
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virtual 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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void parse_joystick_mapping(String p_mapping, bool p_update_existing);
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virtual Vector3 get_accelerometer() const;
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virtual Vector3 get_magnetometer() const;
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virtual Vector3 get_gyroscope() const;
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virtual Point2 get_mouse_pos() const;
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virtual Point2 get_mouse_speed() const;
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virtual int get_mouse_button_mask() const;
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virtual void warp_mouse_pos(const Vector2& p_to);
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void parse_input_event(const InputEvent& p_event);
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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,int p_axis,float p_value);
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virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration=0);
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virtual void stop_joy_vibration(int p_device);
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void set_main_loop(MainLoop *main_loop);
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void set_mouse_pos(const Point2& p_posf);
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void action_press(const StringName& p_action);
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void action_release(const StringName& p_action);
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void iteration(float p_step);
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void set_emulate_touch(bool p_emulate);
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virtual bool is_emulating_touchscreen() const;
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virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2());
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virtual void set_mouse_in_window(bool p_in_window);
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void parse_mapping(String p_mapping);
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uint32_t joy_button(uint32_t p_last_id, int p_device, int p_button, bool p_pressed);
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uint32_t joy_axis(uint32_t p_last_id, int p_device, int p_axis, const JoyAxis& p_value);
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uint32_t joy_hat(uint32_t p_last_id, int p_device, int p_val);
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virtual void add_joy_mapping(String p_mapping, bool p_update_existing=false);
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virtual void remove_joy_mapping(String p_guid);
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virtual bool is_joy_known(int p_device);
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virtual String get_joy_guid(int p_device) const;
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virtual String get_joy_button_string(int p_button);
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virtual String get_joy_axis_string(int p_axis);
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virtual int get_joy_axis_index_from_string(String p_axis);
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virtual int get_joy_button_index_from_string(String p_button);
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bool is_joy_mapped(int p_device);
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String get_joy_guid_remapped(int p_device) const;
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void set_fallback_mapping(String p_guid);
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InputDefault();
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};
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#endif // INPUT_DEFAULT_H
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