#ifndef INPUT_H #define INPUT_H /*************************************************************************/ /* input.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "core/math/vector2i.h" #include "core/object.h" #include "core/os/main_loop.h" #include "core/os/thread_safe.h" class Input : public Object { GDCLASS(Input, Object); static Input *singleton; protected: static void _bind_methods(); public: enum MouseMode { MOUSE_MODE_VISIBLE, MOUSE_MODE_HIDDEN, MOUSE_MODE_CAPTURED, MOUSE_MODE_CONFINED }; #undef CursorShape enum CursorShape { CURSOR_ARROW, CURSOR_IBEAM, CURSOR_POINTING_HAND, CURSOR_CROSS, CURSOR_WAIT, CURSOR_BUSY, CURSOR_DRAG, CURSOR_CAN_DROP, CURSOR_FORBIDDEN, CURSOR_VSIZE, CURSOR_HSIZE, CURSOR_BDIAGSIZE, CURSOR_FDIAGSIZE, CURSOR_MOVE, CURSOR_VSPLIT, CURSOR_HSPLIT, CURSOR_HELP, CURSOR_MAX }; void set_mouse_mode(MouseMode p_mode); MouseMode get_mouse_mode() const; static Input *get_singleton(); virtual bool is_key_pressed(int p_scancode) const = 0; virtual bool is_physical_key_pressed(int p_scancode) const = 0; virtual bool is_mouse_button_pressed(int p_button) const = 0; virtual bool is_joy_button_pressed(int p_device, int p_button) const = 0; virtual bool is_action_pressed(const StringName &p_action, bool p_exact = false) const = 0; virtual bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const = 0; virtual bool is_action_just_released(const StringName &p_action, bool p_exact = false) const = 0; virtual float get_action_strength(const StringName &p_action, bool p_exact = false) const = 0; virtual float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const = 0; float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const; 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; virtual float get_joy_axis(int p_device, int p_axis) const = 0; virtual String get_joy_name(int p_idx) = 0; virtual Array get_connected_joypads() = 0; virtual void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) = 0; virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false) = 0; virtual void remove_joy_mapping(String p_guid) = 0; virtual bool is_joy_known(int p_device) = 0; virtual String get_joy_guid(int p_device) const = 0; virtual Vector2 get_joy_vibration_strength(int p_device) = 0; virtual float get_joy_vibration_duration(int p_device) = 0; virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0; virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0) = 0; virtual void stop_joy_vibration(int p_device) = 0; virtual void vibrate_handheld(int p_duration_ms = 500) = 0; virtual Point2 get_mouse_position() const = 0; virtual Point2 get_last_mouse_speed() const = 0; virtual int get_mouse_button_mask() const = 0; virtual void warp_mouse_position(const Vector2 &p_to) = 0; virtual Point2i warp_mouse_motion(const Ref &p_motion, const Rect2 &p_rect) = 0; virtual Vector3 get_gravity() const = 0; virtual Vector3 get_accelerometer() const = 0; virtual Vector3 get_magnetometer() const = 0; virtual Vector3 get_gyroscope() const = 0; virtual void set_gravity(const Vector3 &p_gravity) = 0; virtual void set_accelerometer(const Vector3 &p_accel) = 0; virtual void set_magnetometer(const Vector3 &p_magnetometer) = 0; virtual void set_gyroscope(const Vector3 &p_gyroscope) = 0; virtual void action_press(const StringName &p_action, float p_strength = 1.f) = 0; virtual void action_release(const StringName &p_action) = 0; void get_argument_options(const StringName &p_function, int p_idx, List *r_options) const; virtual bool is_emulating_touch_from_mouse() const = 0; virtual bool is_emulating_mouse_from_touch() const = 0; virtual CursorShape get_default_cursor_shape() const = 0; virtual void set_default_cursor_shape(CursorShape p_shape) = 0; virtual CursorShape get_current_cursor_shape() const = 0; virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = CURSOR_ARROW, const Vector2 &p_hotspot = Vector2()) = 0; virtual String get_joy_button_string(int p_button) = 0; virtual String get_joy_axis_string(int p_axis) = 0; virtual int get_joy_button_index_from_string(String p_button) = 0; virtual int get_joy_axis_index_from_string(String p_axis) = 0; virtual void parse_input_event(const Ref &p_event) = 0; virtual void flush_buffered_events() = 0; virtual bool is_using_input_buffering() = 0; virtual void set_use_input_buffering(bool p_enable) = 0; virtual bool is_using_accumulated_input() = 0; virtual void set_use_accumulated_input(bool p_enable) = 0; Input(); }; VARIANT_ENUM_CAST(Input::MouseMode); VARIANT_ENUM_CAST(Input::CursorShape); #endif // INPUT_H