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diff --git a/core/input/input.cpp b/core/input/input.cpp
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+/*************************************************************************/
+/* input.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "input.h"
+
+#include "core/input/default_controller_mappings.h"
+#include "core/input/input_map.h"
+#include "core/os/os.h"
+#include "core/project_settings.h"
+
+#ifdef TOOLS_ENABLED
+#include "editor/editor_settings.h"
+#endif
+
+Input *Input::singleton = NULL;
+
+Input *Input::get_singleton() {
+
+ return singleton;
+}
+
+void Input::set_mouse_mode(MouseMode p_mode) {
+ ERR_FAIL_INDEX((int)p_mode, 4);
+ OS::get_singleton()->set_mouse_mode((OS::MouseMode)p_mode);
+}
+
+Input::MouseMode Input::get_mouse_mode() const {
+
+ return (MouseMode)OS::get_singleton()->get_mouse_mode();
+}
+
+void Input::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("is_key_pressed", "keycode"), &Input::is_key_pressed);
+ ClassDB::bind_method(D_METHOD("is_mouse_button_pressed", "button"), &Input::is_mouse_button_pressed);
+ ClassDB::bind_method(D_METHOD("is_joy_button_pressed", "device", "button"), &Input::is_joy_button_pressed);
+ ClassDB::bind_method(D_METHOD("is_action_pressed", "action"), &Input::is_action_pressed);
+ ClassDB::bind_method(D_METHOD("is_action_just_pressed", "action"), &Input::is_action_just_pressed);
+ ClassDB::bind_method(D_METHOD("is_action_just_released", "action"), &Input::is_action_just_released);
+ ClassDB::bind_method(D_METHOD("get_action_strength", "action"), &Input::get_action_strength);
+ ClassDB::bind_method(D_METHOD("add_joy_mapping", "mapping", "update_existing"), &Input::add_joy_mapping, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("remove_joy_mapping", "guid"), &Input::remove_joy_mapping);
+ ClassDB::bind_method(D_METHOD("joy_connection_changed", "device", "connected", "name", "guid"), &Input::joy_connection_changed);
+ ClassDB::bind_method(D_METHOD("is_joy_known", "device"), &Input::is_joy_known);
+ ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
+ ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
+ ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
+ ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
+ ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
+ ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
+ ClassDB::bind_method(D_METHOD("get_joy_button_string", "button_index"), &Input::get_joy_button_string);
+ ClassDB::bind_method(D_METHOD("get_joy_button_index_from_string", "button"), &Input::get_joy_button_index_from_string);
+ ClassDB::bind_method(D_METHOD("get_joy_axis_string", "axis_index"), &Input::get_joy_axis_string);
+ ClassDB::bind_method(D_METHOD("get_joy_axis_index_from_string", "axis"), &Input::get_joy_axis_index_from_string);
+ ClassDB::bind_method(D_METHOD("start_joy_vibration", "device", "weak_magnitude", "strong_magnitude", "duration"), &Input::start_joy_vibration, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("stop_joy_vibration", "device"), &Input::stop_joy_vibration);
+ ClassDB::bind_method(D_METHOD("vibrate_handheld", "duration_ms"), &Input::vibrate_handheld, DEFVAL(500));
+ ClassDB::bind_method(D_METHOD("get_gravity"), &Input::get_gravity);
+ ClassDB::bind_method(D_METHOD("get_accelerometer"), &Input::get_accelerometer);
+ ClassDB::bind_method(D_METHOD("get_magnetometer"), &Input::get_magnetometer);
+ ClassDB::bind_method(D_METHOD("get_gyroscope"), &Input::get_gyroscope);
+ //ClassDB::bind_method(D_METHOD("get_mouse_position"),&Input::get_mouse_position); - this is not the function you want
+ ClassDB::bind_method(D_METHOD("get_last_mouse_speed"), &Input::get_last_mouse_speed);
+ ClassDB::bind_method(D_METHOD("get_mouse_button_mask"), &Input::get_mouse_button_mask);
+ ClassDB::bind_method(D_METHOD("set_mouse_mode", "mode"), &Input::set_mouse_mode);
+ ClassDB::bind_method(D_METHOD("get_mouse_mode"), &Input::get_mouse_mode);
+ ClassDB::bind_method(D_METHOD("warp_mouse_position", "to"), &Input::warp_mouse_position);
+ ClassDB::bind_method(D_METHOD("action_press", "action", "strength"), &Input::action_press, DEFVAL(1.f));
+ ClassDB::bind_method(D_METHOD("action_release", "action"), &Input::action_release);
+ ClassDB::bind_method(D_METHOD("set_default_cursor_shape", "shape"), &Input::set_default_cursor_shape, DEFVAL(CURSOR_ARROW));
+ ClassDB::bind_method(D_METHOD("get_current_cursor_shape"), &Input::get_current_cursor_shape);
+ ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image", "shape", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(CURSOR_ARROW), DEFVAL(Vector2()));
+ ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
+ ClassDB::bind_method(D_METHOD("set_use_accumulated_input", "enable"), &Input::set_use_accumulated_input);
+
+ BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE);
+ BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);
+ BIND_ENUM_CONSTANT(MOUSE_MODE_CAPTURED);
+ BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED);
+
+ BIND_ENUM_CONSTANT(CURSOR_ARROW);
+ BIND_ENUM_CONSTANT(CURSOR_IBEAM);
+ BIND_ENUM_CONSTANT(CURSOR_POINTING_HAND);
+ BIND_ENUM_CONSTANT(CURSOR_CROSS);
+ BIND_ENUM_CONSTANT(CURSOR_WAIT);
+ BIND_ENUM_CONSTANT(CURSOR_BUSY);
+ BIND_ENUM_CONSTANT(CURSOR_DRAG);
+ BIND_ENUM_CONSTANT(CURSOR_CAN_DROP);
+ BIND_ENUM_CONSTANT(CURSOR_FORBIDDEN);
+ BIND_ENUM_CONSTANT(CURSOR_VSIZE);
+ BIND_ENUM_CONSTANT(CURSOR_HSIZE);
+ BIND_ENUM_CONSTANT(CURSOR_BDIAGSIZE);
+ BIND_ENUM_CONSTANT(CURSOR_FDIAGSIZE);
+ BIND_ENUM_CONSTANT(CURSOR_MOVE);
+ BIND_ENUM_CONSTANT(CURSOR_VSPLIT);
+ BIND_ENUM_CONSTANT(CURSOR_HSPLIT);
+ BIND_ENUM_CONSTANT(CURSOR_HELP);
+
+ ADD_SIGNAL(MethodInfo("joy_connection_changed", PropertyInfo(Variant::INT, "device"), PropertyInfo(Variant::BOOL, "connected")));
+}
+
+void Input::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
+#ifdef TOOLS_ENABLED
+
+ const String quote_style = EDITOR_DEF("text_editor/completion/use_single_quotes", 0) ? "'" : "\"";
+
+ String pf = p_function;
+ if (p_idx == 0 && (pf == "is_action_pressed" || pf == "action_press" || pf == "action_release" || pf == "is_action_just_pressed" || pf == "is_action_just_released" || pf == "get_action_strength")) {
+
+ List<PropertyInfo> pinfo;
+ ProjectSettings::get_singleton()->get_property_list(&pinfo);
+
+ for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
+ const PropertyInfo &pi = E->get();
+
+ if (!pi.name.begins_with("input/"))
+ continue;
+
+ String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
+ r_options->push_back(quote_style + name + quote_style);
+ }
+ }
+#endif
+}
+
+void Input::SpeedTrack::update(const Vector2 &p_delta_p) {
+
+ uint64_t tick = OS::get_singleton()->get_ticks_usec();
+ uint32_t tdiff = tick - last_tick;
+ float delta_t = tdiff / 1000000.0;
+ last_tick = tick;
+
+ accum += p_delta_p;
+ accum_t += delta_t;
+
+ if (accum_t > max_ref_frame * 10)
+ accum_t = max_ref_frame * 10;
+
+ while (accum_t >= min_ref_frame) {
+
+ float slice_t = min_ref_frame / accum_t;
+ Vector2 slice = accum * slice_t;
+ accum = accum - slice;
+ accum_t -= min_ref_frame;
+
+ speed = (slice / min_ref_frame).linear_interpolate(speed, min_ref_frame / max_ref_frame);
+ }
+}
+
+void Input::SpeedTrack::reset() {
+ last_tick = OS::get_singleton()->get_ticks_usec();
+ speed = Vector2();
+ accum_t = 0;
+}
+
+Input::SpeedTrack::SpeedTrack() {
+
+ min_ref_frame = 0.1;
+ max_ref_frame = 0.3;
+ reset();
+}
+
+bool Input::is_key_pressed(int p_keycode) const {
+
+ _THREAD_SAFE_METHOD_
+ return keys_pressed.has(p_keycode);
+}
+
+bool Input::is_mouse_button_pressed(int p_button) const {
+
+ _THREAD_SAFE_METHOD_
+ return (mouse_button_mask & (1 << (p_button - 1))) != 0;
+}
+
+static int _combine_device(int p_value, int p_device) {
+
+ return p_value | (p_device << 20);
+}
+
+bool Input::is_joy_button_pressed(int p_device, int p_button) const {
+
+ _THREAD_SAFE_METHOD_
+ return joy_buttons_pressed.has(_combine_device(p_button, p_device));
+}
+
+bool Input::is_action_pressed(const StringName &p_action) const {
+
+ return action_state.has(p_action) && action_state[p_action].pressed;
+}
+
+bool Input::is_action_just_pressed(const StringName &p_action) const {
+
+ const Map<StringName, Action>::Element *E = action_state.find(p_action);
+ if (!E)
+ return false;
+
+ if (Engine::get_singleton()->is_in_physics_frame()) {
+ return E->get().pressed && E->get().physics_frame == Engine::get_singleton()->get_physics_frames();
+ } else {
+ return E->get().pressed && E->get().idle_frame == Engine::get_singleton()->get_idle_frames();
+ }
+}
+
+bool Input::is_action_just_released(const StringName &p_action) const {
+
+ const Map<StringName, Action>::Element *E = action_state.find(p_action);
+ if (!E)
+ return false;
+
+ if (Engine::get_singleton()->is_in_physics_frame()) {
+ return !E->get().pressed && E->get().physics_frame == Engine::get_singleton()->get_physics_frames();
+ } else {
+ return !E->get().pressed && E->get().idle_frame == Engine::get_singleton()->get_idle_frames();
+ }
+}
+
+float Input::get_action_strength(const StringName &p_action) const {
+ const Map<StringName, Action>::Element *E = action_state.find(p_action);
+ if (!E)
+ return 0.0f;
+
+ return E->get().strength;
+}
+
+float Input::get_joy_axis(int p_device, int p_axis) const {
+
+ _THREAD_SAFE_METHOD_
+ int c = _combine_device(p_axis, p_device);
+ if (_joy_axis.has(c)) {
+ return _joy_axis[c];
+ } else {
+ return 0;
+ }
+}
+
+String Input::get_joy_name(int p_idx) {
+
+ _THREAD_SAFE_METHOD_
+ return joy_names[p_idx].name;
+};
+
+Vector2 Input::get_joy_vibration_strength(int p_device) {
+ if (joy_vibration.has(p_device)) {
+ return Vector2(joy_vibration[p_device].weak_magnitude, joy_vibration[p_device].strong_magnitude);
+ } else {
+ return Vector2(0, 0);
+ }
+}
+
+uint64_t Input::get_joy_vibration_timestamp(int p_device) {
+ if (joy_vibration.has(p_device)) {
+ return joy_vibration[p_device].timestamp;
+ } else {
+ return 0;
+ }
+}
+
+float Input::get_joy_vibration_duration(int p_device) {
+ if (joy_vibration.has(p_device)) {
+ return joy_vibration[p_device].duration;
+ } else {
+ return 0.f;
+ }
+}
+
+static String _hex_str(uint8_t p_byte) {
+
+ static const char *dict = "0123456789abcdef";
+ char ret[3];
+ ret[2] = 0;
+
+ ret[0] = dict[p_byte >> 4];
+ ret[1] = dict[p_byte & 0xf];
+
+ return ret;
+};
+
+void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) {
+
+ _THREAD_SAFE_METHOD_
+ Joypad js;
+ js.name = p_connected ? p_name : "";
+ js.uid = p_connected ? p_guid : "";
+
+ if (p_connected) {
+
+ String uidname = p_guid;
+ if (p_guid == "") {
+ int uidlen = MIN(p_name.length(), 16);
+ for (int i = 0; i < uidlen; i++) {
+ uidname = uidname + _hex_str(p_name[i]);
+ };
+ };
+ js.uid = uidname;
+ js.connected = true;
+ int mapping = fallback_mapping;
+ for (int i = 0; i < map_db.size(); i++) {
+ if (js.uid == map_db[i].uid) {
+ mapping = i;
+ js.name = map_db[i].name;
+ };
+ };
+ js.mapping = mapping;
+ } else {
+ js.connected = false;
+ for (int i = 0; i < JOY_BUTTON_MAX; i++) {
+
+ if (i < JOY_AXIS_MAX)
+ set_joy_axis(p_idx, i, 0.0f);
+
+ int c = _combine_device(i, p_idx);
+ joy_buttons_pressed.erase(c);
+ };
+ };
+ joy_names[p_idx] = js;
+
+ emit_signal("joy_connection_changed", p_idx, p_connected);
+};
+
+Vector3 Input::get_gravity() const {
+
+ _THREAD_SAFE_METHOD_
+ return gravity;
+}
+
+Vector3 Input::get_accelerometer() const {
+
+ _THREAD_SAFE_METHOD_
+ return accelerometer;
+}
+
+Vector3 Input::get_magnetometer() const {
+
+ _THREAD_SAFE_METHOD_
+ return magnetometer;
+}
+
+Vector3 Input::get_gyroscope() const {
+
+ _THREAD_SAFE_METHOD_
+ return gyroscope;
+}
+
+void Input::parse_drop_files(const Vector<String> &p_files) {
+ if (main_loop) {
+ main_loop->drop_files(p_files);
+ }
+}
+void Input::parse_notification(int p_notification) {
+ if (main_loop) {
+ main_loop->notification(p_notification);
+ }
+}
+
+void Input::parse_input_event(const Ref<InputEvent> &p_event) {
+
+ _parse_input_event_impl(p_event, false);
+}
+
+void Input::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
+
+ // Notes on mouse-touch emulation:
+ // - Emulated mouse events are parsed, that is, re-routed to this method, so they make the same effects
+ // as true mouse events. The only difference is the situation is flagged as emulated so they are not
+ // emulated back to touch events in an endless loop.
+ // - Emulated touch events are handed right to the main loop (i.e., the SceneTree) because they don't
+ // require additional handling by this class.
+
+ _THREAD_SAFE_METHOD_
+
+ Ref<InputEventKey> k = p_event;
+ if (k.is_valid() && !k->is_echo() && k->get_keycode() != 0) {
+ if (k->is_pressed())
+ keys_pressed.insert(k->get_keycode());
+ else
+ keys_pressed.erase(k->get_keycode());
+ }
+
+ Ref<InputEventMouseButton> mb = p_event;
+
+ if (mb.is_valid()) {
+
+ if (mb->is_pressed()) {
+ mouse_button_mask |= (1 << (mb->get_button_index() - 1));
+ } else {
+ mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
+ }
+
+ Point2 pos = mb->get_global_position();
+ if (mouse_pos != pos) {
+ set_mouse_position(pos);
+ }
+
+ if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) {
+ Ref<InputEventScreenTouch> touch_event;
+ touch_event.instance();
+ touch_event->set_pressed(mb->is_pressed());
+ touch_event->set_position(mb->get_position());
+ main_loop->input_event(touch_event);
+ }
+ }
+
+ Ref<InputEventMouseMotion> mm = p_event;
+
+ if (mm.is_valid()) {
+
+ Point2 pos = mm->get_global_position();
+ if (mouse_pos != pos) {
+ set_mouse_position(pos);
+ }
+
+ if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) {
+ Ref<InputEventScreenDrag> drag_event;
+ drag_event.instance();
+
+ drag_event->set_position(mm->get_position());
+ drag_event->set_relative(mm->get_relative());
+ drag_event->set_speed(mm->get_speed());
+
+ main_loop->input_event(drag_event);
+ }
+ }
+
+ Ref<InputEventScreenTouch> st = p_event;
+
+ if (st.is_valid()) {
+
+ if (st->is_pressed()) {
+ SpeedTrack &track = touch_speed_track[st->get_index()];
+ track.reset();
+ } else {
+ // Since a pointer index may not occur again (OSs may or may not reuse them),
+ // imperatively remove it from the map to keep no fossil entries in it
+ touch_speed_track.erase(st->get_index());
+ }
+
+ if (emulate_mouse_from_touch) {
+
+ bool translate = false;
+ if (st->is_pressed()) {
+ if (mouse_from_touch_index == -1) {
+ translate = true;
+ mouse_from_touch_index = st->get_index();
+ }
+ } else {
+ if (st->get_index() == mouse_from_touch_index) {
+ translate = true;
+ mouse_from_touch_index = -1;
+ }
+ }
+
+ if (translate) {
+ Ref<InputEventMouseButton> button_event;
+ button_event.instance();
+
+ button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
+ button_event->set_position(st->get_position());
+ button_event->set_global_position(st->get_position());
+ button_event->set_pressed(st->is_pressed());
+ button_event->set_button_index(BUTTON_LEFT);
+ if (st->is_pressed()) {
+ button_event->set_button_mask(mouse_button_mask | (1 << (BUTTON_LEFT - 1)));
+ } else {
+ button_event->set_button_mask(mouse_button_mask & ~(1 << (BUTTON_LEFT - 1)));
+ }
+
+ _parse_input_event_impl(button_event, true);
+ }
+ }
+ }
+
+ Ref<InputEventScreenDrag> sd = p_event;
+
+ if (sd.is_valid()) {
+
+ SpeedTrack &track = touch_speed_track[sd->get_index()];
+ track.update(sd->get_relative());
+ sd->set_speed(track.speed);
+
+ if (emulate_mouse_from_touch && sd->get_index() == mouse_from_touch_index) {
+
+ Ref<InputEventMouseMotion> motion_event;
+ motion_event.instance();
+
+ motion_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
+ motion_event->set_position(sd->get_position());
+ motion_event->set_global_position(sd->get_position());
+ motion_event->set_relative(sd->get_relative());
+ motion_event->set_speed(sd->get_speed());
+ motion_event->set_button_mask(mouse_button_mask);
+
+ _parse_input_event_impl(motion_event, true);
+ }
+ }
+
+ Ref<InputEventJoypadButton> jb = p_event;
+
+ if (jb.is_valid()) {
+
+ int c = _combine_device(jb->get_button_index(), jb->get_device());
+
+ if (jb->is_pressed())
+ joy_buttons_pressed.insert(c);
+ else
+ joy_buttons_pressed.erase(c);
+ }
+
+ Ref<InputEventJoypadMotion> jm = p_event;
+
+ if (jm.is_valid()) {
+ set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
+ }
+
+ Ref<InputEventGesture> ge = p_event;
+
+ if (ge.is_valid()) {
+
+ if (main_loop) {
+ main_loop->input_event(ge);
+ }
+ }
+
+ for (const Map<StringName, InputMap::Action>::Element *E = InputMap::get_singleton()->get_action_map().front(); E; E = E->next()) {
+ if (InputMap::get_singleton()->event_is_action(p_event, E->key())) {
+
+ // Save the action's state
+ if (!p_event->is_echo() && is_action_pressed(E->key()) != p_event->is_action_pressed(E->key())) {
+ Action action;
+ action.physics_frame = Engine::get_singleton()->get_physics_frames();
+ action.idle_frame = Engine::get_singleton()->get_idle_frames();
+ action.pressed = p_event->is_action_pressed(E->key());
+ action.strength = 0.f;
+ action_state[E->key()] = action;
+ }
+ action_state[E->key()].strength = p_event->get_action_strength(E->key());
+ }
+ }
+
+ if (main_loop)
+ main_loop->input_event(p_event);
+}
+
+void Input::set_joy_axis(int p_device, int p_axis, float p_value) {
+
+ _THREAD_SAFE_METHOD_
+ int c = _combine_device(p_axis, p_device);
+ _joy_axis[c] = p_value;
+}
+
+void Input::start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration) {
+ _THREAD_SAFE_METHOD_
+ if (p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
+ return;
+ }
+ VibrationInfo vibration;
+ vibration.weak_magnitude = p_weak_magnitude;
+ vibration.strong_magnitude = p_strong_magnitude;
+ vibration.duration = p_duration;
+ vibration.timestamp = OS::get_singleton()->get_ticks_usec();
+ joy_vibration[p_device] = vibration;
+}
+
+void Input::stop_joy_vibration(int p_device) {
+ _THREAD_SAFE_METHOD_
+ VibrationInfo vibration;
+ vibration.weak_magnitude = 0;
+ vibration.strong_magnitude = 0;
+ vibration.duration = 0;
+ vibration.timestamp = OS::get_singleton()->get_ticks_usec();
+ joy_vibration[p_device] = vibration;
+}
+
+void Input::vibrate_handheld(int p_duration_ms) {
+ OS::get_singleton()->vibrate_handheld(p_duration_ms);
+}
+
+void Input::set_gravity(const Vector3 &p_gravity) {
+
+ _THREAD_SAFE_METHOD_
+
+ gravity = p_gravity;
+}
+
+void Input::set_accelerometer(const Vector3 &p_accel) {
+
+ _THREAD_SAFE_METHOD_
+
+ accelerometer = p_accel;
+}
+
+void Input::set_magnetometer(const Vector3 &p_magnetometer) {
+
+ _THREAD_SAFE_METHOD_
+
+ magnetometer = p_magnetometer;
+}
+
+void Input::set_gyroscope(const Vector3 &p_gyroscope) {
+
+ _THREAD_SAFE_METHOD_
+
+ gyroscope = p_gyroscope;
+}
+
+void Input::set_main_loop(MainLoop *p_main_loop) {
+ main_loop = p_main_loop;
+}
+
+void Input::set_mouse_position(const Point2 &p_posf) {
+
+ mouse_speed_track.update(p_posf - mouse_pos);
+ mouse_pos = p_posf;
+}
+
+Point2 Input::get_mouse_position() const {
+
+ return mouse_pos;
+}
+Point2 Input::get_last_mouse_speed() const {
+
+ return mouse_speed_track.speed;
+}
+
+int Input::get_mouse_button_mask() const {
+
+ return mouse_button_mask; // do not trust OS implementation, should remove it - OS::get_singleton()->get_mouse_button_state();
+}
+
+void Input::warp_mouse_position(const Vector2 &p_to) {
+
+ OS::get_singleton()->warp_mouse_position(p_to);
+}
+
+Point2i Input::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) {
+
+ // The relative distance reported for the next event after a warp is in the boundaries of the
+ // size of the rect on that axis, but it may be greater, in which case there's not problem as fmod()
+ // will warp it, but if the pointer has moved in the opposite direction between the pointer relocation
+ // and the subsequent event, the reported relative distance will be less than the size of the rect
+ // and thus fmod() will be disabled for handling the situation.
+ // And due to this mouse warping mechanism being stateless, we need to apply some heuristics to
+ // detect the warp: if the relative distance is greater than the half of the size of the relevant rect
+ // (checked per each axis), it will be considered as the consequence of a former pointer warp.
+
+ const Point2i rel_sgn(p_motion->get_relative().x >= 0.0f ? 1 : -1, p_motion->get_relative().y >= 0.0 ? 1 : -1);
+ const Size2i warp_margin = p_rect.size * 0.5f;
+ const Point2i rel_warped(
+ Math::fmod(p_motion->get_relative().x + rel_sgn.x * warp_margin.x, p_rect.size.x) - rel_sgn.x * warp_margin.x,
+ Math::fmod(p_motion->get_relative().y + rel_sgn.y * warp_margin.y, p_rect.size.y) - rel_sgn.y * warp_margin.y);
+
+ const Point2i pos_local = p_motion->get_global_position() - p_rect.position;
+ const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y));
+ if (pos_warped != pos_local) {
+ OS::get_singleton()->warp_mouse_position(pos_warped + p_rect.position);
+ }
+
+ return rel_warped;
+}
+
+void Input::iteration(float p_step) {
+}
+
+void Input::action_press(const StringName &p_action, float p_strength) {
+
+ Action action;
+
+ action.physics_frame = Engine::get_singleton()->get_physics_frames();
+ action.idle_frame = Engine::get_singleton()->get_idle_frames();
+ action.pressed = true;
+ action.strength = p_strength;
+
+ action_state[p_action] = action;
+}
+
+void Input::action_release(const StringName &p_action) {
+
+ Action action;
+
+ action.physics_frame = Engine::get_singleton()->get_physics_frames();
+ action.idle_frame = Engine::get_singleton()->get_idle_frames();
+ action.pressed = false;
+ action.strength = 0.f;
+
+ action_state[p_action] = action;
+}
+
+void Input::set_emulate_touch_from_mouse(bool p_emulate) {
+
+ emulate_touch_from_mouse = p_emulate;
+}
+
+bool Input::is_emulating_touch_from_mouse() const {
+
+ return emulate_touch_from_mouse;
+}
+
+// Calling this whenever the game window is focused helps unstucking the "touch mouse"
+// if the OS or its abstraction class hasn't properly reported that touch pointers raised
+void Input::ensure_touch_mouse_raised() {
+
+ if (mouse_from_touch_index != -1) {
+ mouse_from_touch_index = -1;
+
+ Ref<InputEventMouseButton> button_event;
+ button_event.instance();
+
+ button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
+ button_event->set_position(mouse_pos);
+ button_event->set_global_position(mouse_pos);
+ button_event->set_pressed(false);
+ button_event->set_button_index(BUTTON_LEFT);
+ button_event->set_button_mask(mouse_button_mask & ~(1 << (BUTTON_LEFT - 1)));
+
+ _parse_input_event_impl(button_event, true);
+ }
+}
+
+void Input::set_emulate_mouse_from_touch(bool p_emulate) {
+
+ emulate_mouse_from_touch = p_emulate;
+}
+
+bool Input::is_emulating_mouse_from_touch() const {
+
+ return emulate_mouse_from_touch;
+}
+
+Input::CursorShape Input::get_default_cursor_shape() const {
+
+ return default_shape;
+}
+
+void Input::set_default_cursor_shape(CursorShape p_shape) {
+
+ if (default_shape == p_shape)
+ return;
+
+ default_shape = p_shape;
+ // The default shape is set in Viewport::_gui_input_event. To instantly
+ // see the shape in the viewport we need to trigger a mouse motion event.
+ Ref<InputEventMouseMotion> mm;
+ mm.instance();
+ mm->set_position(mouse_pos);
+ mm->set_global_position(mouse_pos);
+ parse_input_event(mm);
+}
+
+Input::CursorShape Input::get_current_cursor_shape() const {
+
+ return (Input::CursorShape)OS::get_singleton()->get_cursor_shape();
+}
+
+void Input::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
+ if (Engine::get_singleton()->is_editor_hint())
+ return;
+
+ OS::get_singleton()->set_custom_mouse_cursor(p_cursor, (OS::CursorShape)p_shape, p_hotspot);
+}
+
+void Input::accumulate_input_event(const Ref<InputEvent> &p_event) {
+ ERR_FAIL_COND(p_event.is_null());
+
+ if (!use_accumulated_input) {
+ parse_input_event(p_event);
+ return;
+ }
+ if (!accumulated_events.empty() && accumulated_events.back()->get()->accumulate(p_event)) {
+ return; //event was accumulated, exit
+ }
+
+ accumulated_events.push_back(p_event);
+}
+void Input::flush_accumulated_events() {
+
+ while (accumulated_events.front()) {
+ parse_input_event(accumulated_events.front()->get());
+ accumulated_events.pop_front();
+ }
+}
+
+void Input::set_use_accumulated_input(bool p_enable) {
+
+ use_accumulated_input = p_enable;
+}
+
+void Input::release_pressed_events() {
+
+ flush_accumulated_events(); // this is needed to release actions strengths
+
+ keys_pressed.clear();
+ joy_buttons_pressed.clear();
+ _joy_axis.clear();
+
+ for (Map<StringName, Input::Action>::Element *E = action_state.front(); E; E = E->next()) {
+ if (E->get().pressed)
+ action_release(E->key());
+ }
+}
+
+void Input::joy_button(int p_device, int p_button, bool p_pressed) {
+
+ _THREAD_SAFE_METHOD_;
+ Joypad &joy = joy_names[p_device];
+ //printf("got button %i, mapping is %i\n", p_button, joy.mapping);
+ if (joy.last_buttons[p_button] == p_pressed) {
+ return;
+ }
+ joy.last_buttons[p_button] = p_pressed;
+ if (joy.mapping == -1) {
+ _button_event(p_device, p_button, p_pressed);
+ return;
+ }
+
+ const Map<int, JoyEvent>::Element *el = map_db[joy.mapping].buttons.find(p_button);
+ if (!el) {
+ //don't process un-mapped events for now, it could mess things up badly for devices with additional buttons/axis
+ //return _button_event(p_last_id, p_device, p_button, p_pressed);
+ return;
+ }
+
+ JoyEvent map = el->get();
+ if (map.type == TYPE_BUTTON) {
+ //fake additional axis event for triggers
+ if (map.index == JOY_L2 || map.index == JOY_R2) {
+ float value = p_pressed ? 1.0f : 0.0f;
+ int axis = map.index == JOY_L2 ? JOY_ANALOG_L2 : JOY_ANALOG_R2;
+ _axis_event(p_device, axis, value);
+ }
+ _button_event(p_device, map.index, p_pressed);
+ return;
+ }
+
+ if (map.type == TYPE_AXIS) {
+ _axis_event(p_device, map.index, p_pressed ? 1.0 : 0.0);
+ }
+ // no event?
+}
+
+void Input::joy_axis(int p_device, int p_axis, const JoyAxis &p_value) {
+
+ _THREAD_SAFE_METHOD_;
+
+ ERR_FAIL_INDEX(p_axis, JOY_AXIS_MAX);
+
+ Joypad &joy = joy_names[p_device];
+
+ if (joy.last_axis[p_axis] == p_value.value) {
+ return;
+ }
+
+ if (p_value.value > joy.last_axis[p_axis]) {
+
+ if (p_value.value < joy.last_axis[p_axis] + joy.filter) {
+
+ return;
+ }
+ } else if (p_value.value > joy.last_axis[p_axis] - joy.filter) {
+
+ return;
+ }
+
+ //when changing direction quickly, insert fake event to release pending inputmap actions
+ float last = joy.last_axis[p_axis];
+ if (p_value.min == 0 && (last < 0.25 || last > 0.75) && (last - 0.5) * (p_value.value - 0.5) < 0) {
+ JoyAxis jx;
+ jx.min = p_value.min;
+ jx.value = p_value.value < 0.5 ? 0.6 : 0.4;
+ joy_axis(p_device, p_axis, jx);
+ } else if (ABS(last) > 0.5 && last * p_value.value < 0) {
+ JoyAxis jx;
+ jx.min = p_value.min;
+ jx.value = p_value.value < 0 ? 0.1 : -0.1;
+ joy_axis(p_device, p_axis, jx);
+ }
+
+ joy.last_axis[p_axis] = p_value.value;
+ float val = p_value.min == 0 ? -1.0f + 2.0f * p_value.value : p_value.value;
+
+ if (joy.mapping == -1) {
+ _axis_event(p_device, p_axis, val);
+ return;
+ };
+
+ const Map<int, JoyEvent>::Element *el = map_db[joy.mapping].axis.find(p_axis);
+ if (!el) {
+ //return _axis_event(p_last_id, p_device, p_axis, p_value);
+ return;
+ };
+
+ JoyEvent map = el->get();
+
+ if (map.type == TYPE_BUTTON) {
+ //send axis event for triggers
+ if (map.index == JOY_L2 || map.index == JOY_R2) {
+ float value = p_value.min == 0 ? p_value.value : 0.5f + p_value.value / 2.0f;
+ int axis = map.index == JOY_L2 ? JOY_ANALOG_L2 : JOY_ANALOG_R2;
+ _axis_event(p_device, axis, value);
+ }
+
+ if (map.index == JOY_DPAD_UP || map.index == JOY_DPAD_DOWN) {
+ bool pressed = p_value.value != 0.0f;
+ int button = p_value.value < 0 ? JOY_DPAD_UP : JOY_DPAD_DOWN;
+
+ if (!pressed) {
+ if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_UP, p_device))) {
+ _button_event(p_device, JOY_DPAD_UP, false);
+ }
+ if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_DOWN, p_device))) {
+ _button_event(p_device, JOY_DPAD_DOWN, false);
+ }
+ }
+ if (pressed == joy_buttons_pressed.has(_combine_device(button, p_device))) {
+ return;
+ }
+ _button_event(p_device, button, true);
+ return;
+ }
+ if (map.index == JOY_DPAD_LEFT || map.index == JOY_DPAD_RIGHT) {
+ bool pressed = p_value.value != 0.0f;
+ int button = p_value.value < 0 ? JOY_DPAD_LEFT : JOY_DPAD_RIGHT;
+
+ if (!pressed) {
+ if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_LEFT, p_device))) {
+ _button_event(p_device, JOY_DPAD_LEFT, false);
+ }
+ if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_RIGHT, p_device))) {
+ _button_event(p_device, JOY_DPAD_RIGHT, false);
+ }
+ }
+ if (pressed == joy_buttons_pressed.has(_combine_device(button, p_device))) {
+ return;
+ }
+ _button_event(p_device, button, true);
+ return;
+ }
+ float deadzone = p_value.min == 0 ? 0.5f : 0.0f;
+ bool pressed = p_value.value > deadzone;
+ if (pressed == joy_buttons_pressed.has(_combine_device(map.index, p_device))) {
+ // button already pressed or released, this is an axis bounce value
+ return;
+ }
+ _button_event(p_device, map.index, pressed);
+ return;
+ }
+
+ if (map.type == TYPE_AXIS) {
+
+ _axis_event(p_device, map.index, val);
+ return;
+ }
+ //printf("invalid mapping\n");
+}
+
+void Input::joy_hat(int p_device, int p_val) {
+
+ _THREAD_SAFE_METHOD_;
+ const Joypad &joy = joy_names[p_device];
+
+ const JoyEvent *map;
+
+ if (joy.mapping == -1) {
+ map = hat_map_default;
+ } else {
+ map = map_db[joy.mapping].hat;
+ };
+
+ int cur_val = joy_names[p_device].hat_current;
+
+ if ((p_val & HAT_MASK_UP) != (cur_val & HAT_MASK_UP)) {
+ _button_event(p_device, map[HAT_UP].index, p_val & HAT_MASK_UP);
+ }
+
+ if ((p_val & HAT_MASK_RIGHT) != (cur_val & HAT_MASK_RIGHT)) {
+ _button_event(p_device, map[HAT_RIGHT].index, p_val & HAT_MASK_RIGHT);
+ }
+ if ((p_val & HAT_MASK_DOWN) != (cur_val & HAT_MASK_DOWN)) {
+ _button_event(p_device, map[HAT_DOWN].index, p_val & HAT_MASK_DOWN);
+ }
+ if ((p_val & HAT_MASK_LEFT) != (cur_val & HAT_MASK_LEFT)) {
+ _button_event(p_device, map[HAT_LEFT].index, p_val & HAT_MASK_LEFT);
+ }
+
+ joy_names[p_device].hat_current = p_val;
+}
+
+void Input::_button_event(int p_device, int p_index, bool p_pressed) {
+
+ Ref<InputEventJoypadButton> ievent;
+ ievent.instance();
+ ievent->set_device(p_device);
+ ievent->set_button_index(p_index);
+ ievent->set_pressed(p_pressed);
+
+ parse_input_event(ievent);
+}
+
+void Input::_axis_event(int p_device, int p_axis, float p_value) {
+
+ Ref<InputEventJoypadMotion> ievent;
+ ievent.instance();
+ ievent->set_device(p_device);
+ ievent->set_axis(p_axis);
+ ievent->set_axis_value(p_value);
+
+ parse_input_event(ievent);
+};
+
+Input::JoyEvent Input::_find_to_event(String p_to) {
+
+ // string names of the SDL buttons in the same order as input_event.h godot buttons
+ static const char *buttons[] = { "a", "b", "x", "y", "leftshoulder", "rightshoulder", "lefttrigger", "righttrigger", "leftstick", "rightstick", "back", "start", "dpup", "dpdown", "dpleft", "dpright", "guide", NULL };
+
+ static const char *axis[] = { "leftx", "lefty", "rightx", "righty", NULL };
+
+ JoyEvent ret;
+ ret.type = -1;
+ ret.index = 0;
+
+ int i = 0;
+ while (buttons[i]) {
+
+ if (p_to == buttons[i]) {
+ ret.type = TYPE_BUTTON;
+ ret.index = i;
+ ret.value = 0;
+ return ret;
+ };
+ ++i;
+ };
+
+ i = 0;
+ while (axis[i]) {
+
+ if (p_to == axis[i]) {
+ ret.type = TYPE_AXIS;
+ ret.index = i;
+ ret.value = 0;
+ return ret;
+ };
+ ++i;
+ };
+
+ return ret;
+};
+
+void Input::parse_mapping(String p_mapping) {
+
+ _THREAD_SAFE_METHOD_;
+ JoyDeviceMapping mapping;
+ for (int i = 0; i < HAT_MAX; ++i)
+ mapping.hat[i].index = 1024 + i;
+
+ Vector<String> entry = p_mapping.split(",");
+ if (entry.size() < 2) {
+ return;
+ }
+
+ CharString uid;
+ uid.resize(17);
+
+ mapping.uid = entry[0];
+ mapping.name = entry[1];
+
+ int idx = 1;
+ while (++idx < entry.size()) {
+
+ if (entry[idx] == "")
+ continue;
+
+ String from = entry[idx].get_slice(":", 1).replace(" ", "");
+ String to = entry[idx].get_slice(":", 0).replace(" ", "");
+
+ JoyEvent to_event = _find_to_event(to);
+ if (to_event.type == -1)
+ continue;
+
+ String etype = from.substr(0, 1);
+ if (etype == "a") {
+
+ int aid = from.substr(1, from.length() - 1).to_int();
+ mapping.axis[aid] = to_event;
+
+ } else if (etype == "b") {
+
+ int bid = from.substr(1, from.length() - 1).to_int();
+ mapping.buttons[bid] = to_event;
+
+ } else if (etype == "h") {
+
+ int hat_value = from.get_slice(".", 1).to_int();
+ switch (hat_value) {
+ case 1:
+ mapping.hat[HAT_UP] = to_event;
+ break;
+ case 2:
+ mapping.hat[HAT_RIGHT] = to_event;
+ break;
+ case 4:
+ mapping.hat[HAT_DOWN] = to_event;
+ break;
+ case 8:
+ mapping.hat[HAT_LEFT] = to_event;
+ break;
+ };
+ };
+ };
+ map_db.push_back(mapping);
+ //printf("added mapping with uuid %ls\n", mapping.uid.c_str());
+};
+
+void Input::add_joy_mapping(String p_mapping, bool p_update_existing) {
+ parse_mapping(p_mapping);
+ if (p_update_existing) {
+ Vector<String> entry = p_mapping.split(",");
+ String uid = entry[0];
+ for (int i = 0; i < joy_names.size(); i++) {
+ if (uid == joy_names[i].uid) {
+ joy_names[i].mapping = map_db.size() - 1;
+ }
+ }
+ }
+}
+
+void Input::remove_joy_mapping(String p_guid) {
+ for (int i = map_db.size() - 1; i >= 0; i--) {
+ if (p_guid == map_db[i].uid) {
+ map_db.remove(i);
+ }
+ }
+ for (int i = 0; i < joy_names.size(); i++) {
+ if (joy_names[i].uid == p_guid) {
+ joy_names[i].mapping = -1;
+ }
+ }
+}
+
+void Input::set_fallback_mapping(String p_guid) {
+
+ for (int i = 0; i < map_db.size(); i++) {
+ if (map_db[i].uid == p_guid) {
+ fallback_mapping = i;
+ return;
+ }
+ }
+}
+
+//Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
+bool Input::is_joy_known(int p_device) {
+
+ return OS::get_singleton()->is_joy_known(p_device);
+}
+
+String Input::get_joy_guid(int p_device) const {
+ return OS::get_singleton()->get_joy_guid(p_device);
+}
+
+//platforms that use the remapping system can override and call to these ones
+bool Input::is_joy_mapped(int p_device) {
+ int mapping = joy_names[p_device].mapping;
+ return mapping != -1 ? (mapping != fallback_mapping) : false;
+}
+
+String Input::get_joy_guid_remapped(int p_device) const {
+ ERR_FAIL_COND_V(!joy_names.has(p_device), "");
+ return joy_names[p_device].uid;
+}
+
+Array Input::get_connected_joypads() {
+ Array ret;
+ Map<int, Joypad>::Element *elem = joy_names.front();
+ while (elem) {
+ if (elem->get().connected) {
+ ret.push_back(elem->key());
+ }
+ elem = elem->next();
+ }
+ return ret;
+}
+
+static const char *_buttons[JOY_BUTTON_MAX] = {
+ "Face Button Bottom",
+ "Face Button Right",
+ "Face Button Left",
+ "Face Button Top",
+ "L",
+ "R",
+ "L2",
+ "R2",
+ "L3",
+ "R3",
+ "Select",
+ "Start",
+ "DPAD Up",
+ "DPAD Down",
+ "DPAD Left",
+ "DPAD Right"
+};
+
+static const char *_axes[JOY_AXIS_MAX] = {
+ "Left Stick X",
+ "Left Stick Y",
+ "Right Stick X",
+ "Right Stick Y",
+ "",
+ "",
+ "L2",
+ "R2",
+ "",
+ ""
+};
+
+String Input::get_joy_button_string(int p_button) {
+ ERR_FAIL_INDEX_V(p_button, JOY_BUTTON_MAX, "");
+ return _buttons[p_button];
+}
+
+int Input::get_joy_button_index_from_string(String p_button) {
+ for (int i = 0; i < JOY_BUTTON_MAX; i++) {
+ if (p_button == _buttons[i]) {
+ return i;
+ }
+ }
+ ERR_FAIL_V(-1);
+}
+
+int Input::get_unused_joy_id() {
+ for (int i = 0; i < JOYPADS_MAX; i++) {
+ if (!joy_names.has(i) || !joy_names[i].connected) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+String Input::get_joy_axis_string(int p_axis) {
+ ERR_FAIL_INDEX_V(p_axis, JOY_AXIS_MAX, "");
+ return _axes[p_axis];
+}
+
+int Input::get_joy_axis_index_from_string(String p_axis) {
+ for (int i = 0; i < JOY_AXIS_MAX; i++) {
+ if (p_axis == _axes[i]) {
+ return i;
+ }
+ }
+ ERR_FAIL_V(-1);
+}
+
+Input::Input() {
+
+ singleton = this;
+ use_accumulated_input = true;
+ mouse_button_mask = 0;
+ mouse_window = 0;
+ emulate_touch_from_mouse = false;
+ emulate_mouse_from_touch = false;
+ mouse_from_touch_index = -1;
+ main_loop = NULL;
+ default_shape = CURSOR_ARROW;
+
+ hat_map_default[HAT_UP].type = TYPE_BUTTON;
+ hat_map_default[HAT_UP].index = JOY_DPAD_UP;
+ hat_map_default[HAT_UP].value = 0;
+
+ hat_map_default[HAT_RIGHT].type = TYPE_BUTTON;
+ hat_map_default[HAT_RIGHT].index = JOY_DPAD_RIGHT;
+ hat_map_default[HAT_RIGHT].value = 0;
+
+ hat_map_default[HAT_DOWN].type = TYPE_BUTTON;
+ hat_map_default[HAT_DOWN].index = JOY_DPAD_DOWN;
+ hat_map_default[HAT_DOWN].value = 0;
+
+ hat_map_default[HAT_LEFT].type = TYPE_BUTTON;
+ hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT;
+ hat_map_default[HAT_LEFT].value = 0;
+
+ fallback_mapping = -1;
+
+ // Parse default mappings.
+ {
+ int i = 0;
+ while (DefaultControllerMappings::mappings[i]) {
+ parse_mapping(DefaultControllerMappings::mappings[i++]);
+ }
+ }
+
+ // If defined, parse SDL_GAMECONTROLLERCONFIG for possible new mappings/overrides.
+ String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
+ if (env_mapping != "") {
+ Vector<String> entries = env_mapping.split("\n");
+ for (int i = 0; i < entries.size(); i++) {
+ if (entries[i] == "")
+ continue;
+ parse_mapping(entries[i]);
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////