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Diffstat (limited to 'core/input/input.cpp')
-rw-r--r-- | core/input/input.cpp | 1309 |
1 files changed, 1309 insertions, 0 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp new file mode 100644 index 0000000000..5301f5f4ee --- /dev/null +++ b/core/input/input.cpp @@ -0,0 +1,1309 @@ +/*************************************************************************/ +/* 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 = nullptr; + +void (*Input::set_mouse_mode_func)(Input::MouseMode) = nullptr; +Input::MouseMode (*Input::get_mouse_mode_func)() = nullptr; +void (*Input::warp_mouse_func)(const Vector2 &p_to_pos) = nullptr; +Input::CursorShape (*Input::get_current_cursor_shape_func)() = nullptr; +void (*Input::set_custom_mouse_cursor_func)(const RES &, Input::CursorShape, const Vector2 &) = nullptr; + +Input *Input::get_singleton() { + + return singleton; +} + +void Input::set_mouse_mode(MouseMode p_mode) { + ERR_FAIL_INDEX((int)p_mode, 4); + set_mouse_mode_func(p_mode); +} + +Input::MouseMode Input::get_mouse_mode() const { + + return get_mouse_mode_func(); +} + +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_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_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 (event_dispatch_function && 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()); + event_dispatch_function(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 (event_dispatch_function && 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()); + + event_dispatch_function(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 (event_dispatch_function) { + event_dispatch_function(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 (event_dispatch_function) + event_dispatch_function(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_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) { + warp_mouse_func(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) { + 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 get_current_cursor_shape_func(); +} + +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; + + set_custom_mouse_cursor_func(p_cursor, 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::set_event_dispatch_function(EventDispatchFunc p_function) { + event_dispatch_function = p_function; +} + +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", nullptr }; + + static const char *axis[] = { "leftx", "lefty", "rightx", "righty", nullptr }; + + 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; + } + } +} + +//platforms that use the remapping system can override and call to these ones +bool Input::is_joy_known(int p_device) { + int mapping = joy_names[p_device].mapping; + return mapping != -1 ? (mapping != fallback_mapping) : false; +} + +String Input::get_joy_guid(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; + event_dispatch_function = nullptr; + 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]); + } + } +} + +////////////////////////////////////////////////////////// |