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+/*************************************************************************/
+/* input.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef INPUT_H
+#define INPUT_H
+
+#include "core/input/input_event.h"
+#include "core/object.h"
+#include "core/os/thread_safe.h"
+
+class Input : public Object {
+
+ GDCLASS(Input, Object);
+ _THREAD_SAFE_CLASS_
+
+ static Input *singleton;
+
+public:
+ enum MouseMode {
+ MOUSE_MODE_VISIBLE,
+ MOUSE_MODE_HIDDEN,
+ MOUSE_MODE_CAPTURED,
+ MOUSE_MODE_CONFINED
+ };
+
+#undef CursorShape
+ enum CursorShape {
+ CURSOR_ARROW,
+ CURSOR_IBEAM,
+ CURSOR_POINTING_HAND,
+ CURSOR_CROSS,
+ CURSOR_WAIT,
+ CURSOR_BUSY,
+ CURSOR_DRAG,
+ CURSOR_CAN_DROP,
+ CURSOR_FORBIDDEN,
+ CURSOR_VSIZE,
+ CURSOR_HSIZE,
+ CURSOR_BDIAGSIZE,
+ CURSOR_FDIAGSIZE,
+ CURSOR_MOVE,
+ CURSOR_VSPLIT,
+ CURSOR_HSPLIT,
+ CURSOR_HELP,
+ CURSOR_MAX
+ };
+
+ enum HatMask {
+ HAT_MASK_CENTER = 0,
+ HAT_MASK_UP = 1,
+ HAT_MASK_RIGHT = 2,
+ HAT_MASK_DOWN = 4,
+ HAT_MASK_LEFT = 8,
+ };
+
+ enum HatDir {
+ HAT_UP,
+ HAT_RIGHT,
+ HAT_DOWN,
+ HAT_LEFT,
+ HAT_MAX,
+ };
+
+ enum {
+ JOYPADS_MAX = 16,
+ };
+
+ struct JoyAxis {
+ int min;
+ float value;
+ };
+
+ typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event);
+
+private:
+ int mouse_button_mask;
+
+ Set<int> keys_pressed;
+ Set<int> joy_buttons_pressed;
+ Map<int, float> _joy_axis;
+ //Map<StringName,int> custom_action_press;
+ Vector3 gravity;
+ Vector3 accelerometer;
+ Vector3 magnetometer;
+ Vector3 gyroscope;
+ Vector2 mouse_pos;
+ int64_t mouse_window;
+
+ struct Action {
+ uint64_t physics_frame;
+ uint64_t idle_frame;
+ bool pressed;
+ float strength;
+ };
+
+ Map<StringName, Action> action_state;
+
+ bool emulate_touch_from_mouse;
+ bool emulate_mouse_from_touch;
+
+ int mouse_from_touch_index;
+
+ struct SpeedTrack {
+
+ uint64_t last_tick;
+ Vector2 speed;
+ Vector2 accum;
+ float accum_t;
+ float min_ref_frame;
+ float max_ref_frame;
+
+ void update(const Vector2 &p_delta_p);
+ void reset();
+ SpeedTrack();
+ };
+
+ struct Joypad {
+ StringName name;
+ StringName uid;
+ bool connected;
+ bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
+ float last_axis[JOY_AXIS_MAX];
+ float filter;
+ int last_hat;
+ int mapping;
+ int hat_current;
+
+ Joypad() {
+ for (int i = 0; i < JOY_AXIS_MAX; i++) {
+
+ last_axis[i] = 0.0f;
+ }
+ for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
+
+ last_buttons[i] = false;
+ }
+ connected = false;
+ last_hat = HAT_MASK_CENTER;
+ filter = 0.01f;
+ mapping = -1;
+ hat_current = 0;
+ }
+ };
+
+ SpeedTrack mouse_speed_track;
+ Map<int, SpeedTrack> touch_speed_track;
+ Map<int, Joypad> joy_names;
+ int fallback_mapping;
+
+ CursorShape default_shape;
+
+ enum JoyType {
+ TYPE_BUTTON,
+ TYPE_AXIS,
+ TYPE_HAT,
+ TYPE_MAX,
+ };
+
+ struct JoyEvent {
+ int type;
+ int index;
+ int value;
+ };
+
+ struct JoyDeviceMapping {
+
+ String uid;
+ String name;
+ Map<int, JoyEvent> buttons;
+ Map<int, JoyEvent> axis;
+ JoyEvent hat[HAT_MAX];
+ };
+
+ JoyEvent hat_map_default[HAT_MAX];
+
+ Vector<JoyDeviceMapping> map_db;
+
+ JoyEvent _find_to_event(String p_to);
+ void _button_event(int p_device, int p_index, bool p_pressed);
+ void _axis_event(int p_device, int p_axis, float p_value);
+ float _handle_deadzone(int p_device, int p_axis, float p_value);
+
+ void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated);
+
+ List<Ref<InputEvent>> accumulated_events;
+ bool use_accumulated_input;
+ friend class DisplayServer;
+
+ static void (*set_mouse_mode_func)(MouseMode);
+ static MouseMode (*get_mouse_mode_func)();
+ static void (*warp_mouse_func)(const Vector2 &p_to_pos);
+
+ static CursorShape (*get_current_cursor_shape_func)();
+ static void (*set_custom_mouse_cursor_func)(const RES &, CursorShape, const Vector2 &);
+
+ EventDispatchFunc event_dispatch_function;
+
+protected:
+ struct VibrationInfo {
+ float weak_magnitude;
+ float strong_magnitude;
+ float duration; // Duration in seconds
+ uint64_t timestamp;
+ };
+
+ Map<int, VibrationInfo> joy_vibration;
+
+ static void _bind_methods();
+
+public:
+ void set_mouse_mode(MouseMode p_mode);
+ MouseMode get_mouse_mode() const;
+ void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
+
+ static Input *get_singleton();
+
+ bool is_key_pressed(int p_keycode) const;
+ bool is_mouse_button_pressed(int p_button) const;
+ bool is_joy_button_pressed(int p_device, int p_button) const;
+ bool is_action_pressed(const StringName &p_action) const;
+ bool is_action_just_pressed(const StringName &p_action) const;
+ bool is_action_just_released(const StringName &p_action) const;
+ float get_action_strength(const StringName &p_action) const;
+
+ float get_joy_axis(int p_device, int p_axis) const;
+ String get_joy_name(int p_idx);
+ Array get_connected_joypads();
+ Vector2 get_joy_vibration_strength(int p_device);
+ float get_joy_vibration_duration(int p_device);
+ uint64_t get_joy_vibration_timestamp(int p_device);
+ void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
+ void parse_joypad_mapping(String p_mapping, bool p_update_existing);
+
+ Vector3 get_gravity() const;
+ Vector3 get_accelerometer() const;
+ Vector3 get_magnetometer() const;
+ Vector3 get_gyroscope() const;
+
+ Point2 get_mouse_position() const;
+ Point2 get_last_mouse_speed() const;
+ int get_mouse_button_mask() const;
+
+ void warp_mouse_position(const Vector2 &p_to);
+ Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
+
+ void parse_input_event(const Ref<InputEvent> &p_event);
+
+ void set_gravity(const Vector3 &p_gravity);
+ void set_accelerometer(const Vector3 &p_accel);
+ void set_magnetometer(const Vector3 &p_magnetometer);
+ void set_gyroscope(const Vector3 &p_gyroscope);
+ void set_joy_axis(int p_device, int p_axis, float p_value);
+
+ void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0);
+ void stop_joy_vibration(int p_device);
+ void vibrate_handheld(int p_duration_ms = 500);
+
+ void set_mouse_position(const Point2 &p_posf);
+
+ void action_press(const StringName &p_action, float p_strength = 1.f);
+ void action_release(const StringName &p_action);
+
+ void iteration(float p_step);
+
+ void set_emulate_touch_from_mouse(bool p_emulate);
+ bool is_emulating_touch_from_mouse() const;
+ void ensure_touch_mouse_raised();
+
+ void set_emulate_mouse_from_touch(bool p_emulate);
+ bool is_emulating_mouse_from_touch() const;
+
+ CursorShape get_default_cursor_shape() const;
+ void set_default_cursor_shape(CursorShape p_shape);
+ CursorShape get_current_cursor_shape() const;
+ void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
+
+ void parse_mapping(String p_mapping);
+ void joy_button(int p_device, int p_button, bool p_pressed);
+ void joy_axis(int p_device, int p_axis, const JoyAxis &p_value);
+ void joy_hat(int p_device, int p_val);
+
+ void add_joy_mapping(String p_mapping, bool p_update_existing = false);
+ void remove_joy_mapping(String p_guid);
+
+ String get_joy_button_string(int p_button);
+ String get_joy_axis_string(int p_axis);
+ int get_joy_axis_index_from_string(String p_axis);
+ int get_joy_button_index_from_string(String p_button);
+
+ int get_unused_joy_id();
+
+ bool is_joy_known(int p_device);
+ String get_joy_guid(int p_device) const;
+ void set_fallback_mapping(String p_guid);
+
+ void accumulate_input_event(const Ref<InputEvent> &p_event);
+ void flush_accumulated_events();
+ void set_use_accumulated_input(bool p_enable);
+
+ void release_pressed_events();
+
+ void set_event_dispatch_function(EventDispatchFunc p_function);
+
+ Input();
+};
+
+VARIANT_ENUM_CAST(Input::MouseMode);
+VARIANT_ENUM_CAST(Input::CursorShape);
+
+#endif // INPUT_H