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-rw-r--r--main/input_default.cpp122
-rw-r--r--main/input_default.h17
-rw-r--r--main/main.cpp15
3 files changed, 129 insertions, 25 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp
index 3c40be5082..29d30110e3 100644
--- a/main/input_default.cpp
+++ b/main/input_default.cpp
@@ -194,8 +194,6 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
Joypad js;
js.name = p_connected ? p_name : "";
js.uid = p_connected ? p_guid : "";
- js.mapping = -1;
- js.hat_current = 0;
if (p_connected) {
@@ -258,6 +256,11 @@ Vector3 InputDefault::get_gyroscope() const {
void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
+ _parse_input_event_impl(p_event, false);
+}
+
+void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
+
_THREAD_SAFE_METHOD_
Ref<InputEventKey> k = p_event;
@@ -281,25 +284,30 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
}
- if (main_loop && emulate_touch && 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);
}
-
- Point2 pos = mb->get_global_position();
- if (mouse_pos != pos) {
- set_mouse_position(pos);
- }
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
- if (main_loop && emulate_touch && mm->get_button_mask() & 1) {
+ 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();
@@ -311,6 +319,58 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
}
}
+ if (emulate_mouse_from_touch) {
+
+ Ref<InputEventScreenTouch> st = p_event;
+
+ if (st.is_valid()) {
+ 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_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() && sd->get_index() == mouse_from_touch_index) {
+ Ref<InputEventMouseMotion> motion_event;
+ motion_event.instance();
+
+ 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()) {
@@ -495,14 +555,44 @@ void InputDefault::action_release(const StringName &p_action) {
action_state[p_action] = action;
}
-void InputDefault::set_emulate_touch(bool p_emulate) {
+void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) {
+
+ emulate_touch_from_mouse = p_emulate;
+}
+
+bool InputDefault::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 InputDefault::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_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 InputDefault::set_emulate_mouse_from_touch(bool p_emulate) {
- emulate_touch = p_emulate;
+ emulate_mouse_from_touch = p_emulate;
}
-bool InputDefault::is_emulating_touchscreen() const {
+bool InputDefault::is_emulating_mouse_from_touch() const {
- return emulate_touch;
+ return emulate_mouse_from_touch;
}
Input::CursorShape InputDefault::get_default_cursor_shape() {
@@ -539,7 +629,9 @@ void InputDefault::set_mouse_in_window(bool p_in_window) {
InputDefault::InputDefault() {
mouse_button_mask = 0;
- emulate_touch = false;
+ emulate_touch_from_mouse = false;
+ emulate_mouse_from_touch = false;
+ mouse_from_touch_index = -1;
main_loop = NULL;
hat_map_default[HAT_UP].type = TYPE_BUTTON;
@@ -797,12 +889,12 @@ InputDefault::JoyEvent InputDefault::_find_to_event(String p_to) {
JoyEvent ret;
ret.type = -1;
+ ret.index = 0;
int i = 0;
while (buttons[i]) {
if (p_to == buttons[i]) {
- //printf("mapping button %s\n", buttons[i]);
ret.type = TYPE_BUTTON;
ret.index = i;
ret.value = 0;
diff --git a/main/input_default.h b/main/input_default.h
index 6dd88cd31e..2e3cae8520 100644
--- a/main/input_default.h
+++ b/main/input_default.h
@@ -60,7 +60,10 @@ class InputDefault : public Input {
Map<StringName, Action> action_state;
- bool emulate_touch;
+ bool emulate_touch_from_mouse;
+ bool emulate_mouse_from_touch;
+
+ int mouse_from_touch_index;
struct VibrationInfo {
float weak_magnitude;
@@ -97,7 +100,6 @@ class InputDefault : public Input {
int hat_current;
Joypad() {
-
for (int i = 0; i < JOY_AXIS_MAX; i++) {
last_axis[i] = 0.0f;
@@ -110,6 +112,7 @@ class InputDefault : public Input {
last_hat = HAT_MASK_CENTER;
filter = 0.01f;
mapping = -1;
+ hat_current = 0;
}
};
@@ -176,6 +179,8 @@ private:
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);
+
public:
virtual bool is_key_pressed(int p_scancode) const;
virtual bool is_mouse_button_pressed(int p_button) const;
@@ -225,8 +230,12 @@ public:
void iteration(float p_step);
- void set_emulate_touch(bool p_emulate);
- virtual bool is_emulating_touchscreen() const;
+ void set_emulate_touch_from_mouse(bool p_emulate);
+ virtual bool is_emulating_touch_from_mouse() const;
+ void ensure_touch_mouse_raised();
+
+ void set_emulate_mouse_from_touch(bool p_emulate);
+ virtual bool is_emulating_mouse_from_touch() const;
virtual CursorShape get_default_cursor_shape();
virtual void set_default_cursor_shape(CursorShape p_shape);
diff --git a/main/main.cpp b/main/main.cpp
index 3542133719..ffc02d8823 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1141,13 +1141,16 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
GLOBAL_DEF("application/config/icon", String());
ProjectSettings::get_singleton()->set_custom_property_info("application/config/icon", PropertyInfo(Variant::STRING, "application/config/icon", PROPERTY_HINT_FILE, "*.png,*.webp"));
- if (bool(GLOBAL_DEF("display/window/handheld/emulate_touchscreen", false))) {
- if (!OS::get_singleton()->has_touchscreen_ui_hint() && Input::get_singleton() && !(editor || project_manager)) {
- //only if no touchscreen ui hint, set emulation
- InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
- if (id)
- id->set_emulate_touch(true);
+ InputDefault *id = Object::cast_to<InputDefault>(Input::get_singleton());
+ if (id) {
+ if (bool(GLOBAL_DEF("input/pointing_devices/emulate_touch_from_mouse", false)) && !(editor || project_manager)) {
+ if (!OS::get_singleton()->has_touchscreen_ui_hint()) {
+ //only if no touchscreen ui hint, set emulation
+ id->set_emulate_touch_from_mouse(true);
+ }
}
+
+ id->set_emulate_mouse_from_touch(bool(GLOBAL_DEF("input/pointing_devices/emulate_mouse_from_touch", true)));
}
MAIN_PRINT("Main: Load Remaps");