godot/main/input_default.h

178 lines
4.0 KiB
C++

#ifndef INPUT_DEFAULT_H
#define INPUT_DEFAULT_H
#include "os/input.h"
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;
bool emulate_touch;
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();
};
struct Joystick {
StringName name;
StringName uid;
bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
float last_axis[JOY_AXIS_MAX];
float filter;
int last_hat;
int mapping;
int hat_current;
Joystick() {
for (int i = 0; i < JOY_AXIS_MAX; i++) {
last_axis[i] = 0.0f;
}
for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
last_buttons[i] = false;
}
last_hat = HAT_MASK_CENTER;
filter = 0.01f;
mapping = -1;
}
};
SpeedTrack mouse_speed_track;
Map<int, Joystick> joy_names;
int fallback_mapping;
RES custom_cursor;
public:
enum HatMask {
HAT_MASK_CENTER = 0,
HAT_MASK_UP = 1,
HAT_MASK_RIGHT = 2,
HAT_MASK_DOWN = 4,
HAT_MASK_LEFT = 8,
};
enum HatDir {
HAT_UP,
HAT_RIGHT,
HAT_DOWN,
HAT_LEFT,
HAT_MAX,
};
struct JoyAxis {
int min;
float value;
};
private:
enum JoyType {
TYPE_BUTTON,
TYPE_AXIS,
TYPE_HAT,
TYPE_MAX,
};
struct JoyEvent {
int type;
int index;
int value;
};
struct JoyDeviceMapping {
String uid;
String name;
Map<int,JoyEvent> buttons;
Map<int,JoyEvent> axis;
JoyEvent hat[HAT_MAX];
};
JoyEvent hat_map_default[HAT_MAX];
Vector<JoyDeviceMapping> map_db;
JoyEvent _find_to_event(String p_to);
uint32_t _button_event(uint32_t p_last_id, int p_device, int p_index, bool p_pressed);
uint32_t _axis_event(uint32_t p_last_id, int p_device, int p_axis, float p_value);
float _handle_deadzone(int p_device, int p_axis, float p_value);
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);
String get_joy_name(int p_idx);
void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
void parse_joystick_mapping(String p_mapping, bool p_update_existing);
virtual Vector3 get_accelerometer();
virtual Point2 get_mouse_pos() const;
virtual Point2 get_mouse_speed() const;
virtual int get_mouse_button_mask() const;
virtual void warp_mouse_pos(const Vector2& p_to);
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);
void set_emulate_touch(bool p_emulate);
virtual bool is_emulating_touchscreen() const;
virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2());
virtual void set_mouse_in_window(bool p_in_window);
void parse_mapping(String p_mapping);
uint32_t joy_button(uint32_t p_last_id, int p_device, int p_button, bool p_pressed);
uint32_t joy_axis(uint32_t p_last_id, int p_device, int p_axis, const JoyAxis& p_value);
uint32_t joy_hat(uint32_t p_last_id, int p_device, int p_val);
virtual void add_joy_mapping(String p_mapping, bool p_update_existing=false);
virtual void remove_joy_mapping(String p_guid);
virtual bool is_joy_known(int p_device);
virtual String get_joy_guid(int p_device) const;
bool is_joy_mapped(int p_device);
String get_joy_guid_remapped(int p_device) const;
void set_fallback_mapping(String p_guid);
InputDefault();
};
#endif // INPUT_DEFAULT_H