mirror of
https://github.com/Relintai/pandemonium_engine.git
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329 lines
10 KiB
C++
329 lines
10 KiB
C++
#ifndef INPUT_DEFAULT_H
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#define INPUT_DEFAULT_H
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/*************************************************************************/
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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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/* 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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#include "core/input/input.h"
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class InputDefault : public Input {
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GDCLASS(InputDefault, Input);
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_THREAD_SAFE_CLASS_
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int mouse_button_mask;
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RBSet<int> physical_keys_pressed;
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RBSet<int> keys_pressed;
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RBSet<int> joy_buttons_pressed;
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RBMap<int, float> _joy_axis;
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//Map<StringName,int> custom_action_press;
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Vector3 gravity;
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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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bool legacy_just_pressed_behavior;
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struct Action {
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uint64_t pressed_physics_frame;
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uint64_t pressed_idle_frame;
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uint64_t released_physics_frame;
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uint64_t released_idle_frame;
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bool pressed;
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bool exact;
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float strength;
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float raw_strength;
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Action() {
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pressed_physics_frame = UINT64_MAX;
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pressed_idle_frame = UINT64_MAX;
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released_physics_frame = UINT64_MAX;
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released_idle_frame = UINT64_MAX;
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pressed = false;
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exact = true;
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strength = 0.0f;
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raw_strength = 0.0f;
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}
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};
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RBMap<StringName, Action> action_state;
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bool emulate_touch_from_mouse;
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bool emulate_mouse_from_touch;
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int mouse_from_touch_index;
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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 Joypad {
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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 + 12]; //apparently SDL specifies 35 possible buttons on android
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float last_axis[JOY_AXIS_MAX];
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int last_hat;
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int mapping;
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int hat_current;
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Joypad() {
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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 + 12; 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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mapping = -1;
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hat_current = 0;
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}
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};
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SpeedTrack mouse_speed_track;
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RBMap<int, SpeedTrack> touch_speed_track;
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RBMap<int, Joypad> joy_names;
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int fallback_mapping;
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CursorShape default_shape;
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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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enum {
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JOYPADS_MAX = 16,
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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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enum JoyAxisRange {
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NEGATIVE_HALF_AXIS = -1,
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FULL_AXIS = 0,
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POSITIVE_HALF_AXIS = 1
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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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float value;
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};
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struct JoyBinding {
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JoyType inputType;
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union {
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int button;
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struct {
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int axis;
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JoyAxisRange range;
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bool invert;
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} axis;
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struct {
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int hat;
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HatMask hat_mask;
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} hat;
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} input;
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JoyType outputType;
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union {
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JoystickList button;
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struct {
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JoystickList axis;
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JoyAxisRange range;
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} axis;
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} output;
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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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Vector<JoyBinding> bindings;
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};
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Vector<JoyDeviceMapping> map_db;
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RBSet<uint32_t> ignored_device_ids;
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JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button);
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JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value);
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void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]);
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JoystickList _get_output_button(String output);
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JoystickList _get_output_axis(String output);
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void _button_event(int p_device, int p_index, bool p_pressed);
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void _axis_event(int p_device, int p_axis, float p_value);
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void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
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List<Ref<InputEvent>> buffered_events;
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bool use_input_buffering;
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bool use_accumulated_input;
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protected:
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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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RBMap<int, VibrationInfo> joy_vibration;
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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_physical_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, bool p_exact = false) const;
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virtual bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const;
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virtual bool is_action_just_released(const StringName &p_action, bool p_exact = false) const;
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virtual float get_action_strength(const StringName &p_action, bool p_exact = false) const;
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virtual float get_action_raw_strength(const StringName &p_action, bool p_exact = false) 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_joypads();
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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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virtual Vector3 get_gravity() const;
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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_position() const;
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virtual Point2 get_last_mouse_speed();
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virtual int get_mouse_button_mask() const;
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virtual void warp_mouse_position(const Vector2 &p_to);
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virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
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virtual void parse_input_event(const Ref<InputEvent> &p_event);
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virtual void set_gravity(const Vector3 &p_gravity);
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virtual void set_accelerometer(const Vector3 &p_accel);
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virtual void set_magnetometer(const Vector3 &p_magnetometer);
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virtual 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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virtual void vibrate_handheld(int p_duration_ms = 500);
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void set_main_loop(MainLoop *p_main_loop);
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void set_mouse_position(const Point2 &p_posf);
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void action_press(const StringName &p_action, float p_strength = 1.f);
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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_from_mouse(bool p_emulate);
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virtual bool is_emulating_touch_from_mouse() const;
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void ensure_touch_mouse_raised();
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void set_emulate_mouse_from_touch(bool p_emulate);
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virtual bool is_emulating_mouse_from_touch() const;
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virtual CursorShape get_default_cursor_shape() const;
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virtual void set_default_cursor_shape(CursorShape p_shape);
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virtual CursorShape get_current_cursor_shape() const;
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virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
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void parse_mapping(String p_mapping);
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void joy_button(int p_device, int p_button, bool p_pressed);
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void joy_axis(int p_device, int p_axis, float p_value);
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void joy_hat(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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bool should_ignore_device(int p_vendor_id, int p_product_id) 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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int get_unused_joy_id();
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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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virtual void flush_buffered_events();
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virtual bool is_using_input_buffering();
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virtual void set_use_input_buffering(bool p_enable);
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virtual bool is_using_accumulated_input();
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virtual void set_use_accumulated_input(bool p_enable);
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virtual void release_pressed_events();
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InputDefault();
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};
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#endif // INPUT_DEFAULT_H
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