/*************************************************************************/ /* input.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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/object.h" #include "core/os/keyboard.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, MOUSE_MODE_CONFINED_HIDDEN, }; #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 { JOYPADS_MAX = 16, }; typedef void (*EventDispatchFunc)(const Ref<InputEvent> &p_event); private: MouseButton mouse_button_mask = MouseButton::NONE; Set<Key> physical_keys_pressed; Set<Key> keys_pressed; Set<JoyButton> joy_buttons_pressed; Map<JoyAxis, float> _joy_axis; //Map<StringName,int> custom_action_press; Vector3 gravity; Vector3 accelerometer; Vector3 magnetometer; Vector3 gyroscope; Vector2 mouse_pos; int64_t mouse_window = 0; struct Action { uint64_t physics_frame; uint64_t process_frame; bool pressed; bool exact; float strength; float raw_strength; }; Map<StringName, Action> action_state; bool emulate_touch_from_mouse = false; bool emulate_mouse_from_touch = false; bool use_input_buffering = false; bool use_accumulated_input = false; int mouse_from_touch_index = -1; struct VelocityTrack { uint64_t last_tick; Vector2 velocity; Vector2 accum; float accum_t; float min_ref_frame; float max_ref_frame; void update(const Vector2 &p_delta_p); void reset(); VelocityTrack(); }; struct Joypad { StringName name; StringName uid; bool connected = false; bool last_buttons[(size_t)JoyButton::MAX] = { false }; float last_axis[(size_t)JoyAxis::MAX] = { 0.0f }; HatMask last_hat = HatMask::CENTER; int mapping = -1; int hat_current = 0; }; VelocityTrack mouse_velocity_track; Map<int, VelocityTrack> touch_velocity_track; Map<int, Joypad> joy_names; int fallback_mapping = -1; CursorShape default_shape = CURSOR_ARROW; enum JoyType { TYPE_BUTTON, TYPE_AXIS, TYPE_HAT, TYPE_MAX, }; enum JoyAxisRange { NEGATIVE_HALF_AXIS = -1, FULL_AXIS = 0, POSITIVE_HALF_AXIS = 1 }; struct JoyEvent { int type; int index; // Can be either JoyAxis or JoyButton. float value; }; struct JoyBinding { JoyType inputType; union { JoyButton button; struct { JoyAxis axis; JoyAxisRange range; bool invert; } axis; struct { HatDir hat; HatMask hat_mask; } hat; } input; JoyType outputType; union { JoyButton button; struct { JoyAxis axis; JoyAxisRange range; } axis; } output; }; struct JoyDeviceMapping { String uid; String name; Vector<JoyBinding> bindings; }; Vector<JoyDeviceMapping> map_db; JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, JoyButton p_button); JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, JoyAxis p_axis, float p_value); void _get_mapped_hat_events(const JoyDeviceMapping &mapping, HatDir p_hat, JoyEvent r_events[(size_t)HatDir::MAX]); JoyButton _get_output_button(String output); JoyAxis _get_output_axis(String output); void _button_event(int p_device, JoyButton p_index, bool p_pressed); void _axis_event(int p_device, JoyAxis p_axis, float p_value); void _parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated); List<Ref<InputEvent>> buffered_events; 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 = nullptr; 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 override; static Input *get_singleton(); bool is_anything_pressed() const; bool is_key_pressed(Key p_keycode) const; bool is_physical_key_pressed(Key p_keycode) const; bool is_mouse_button_pressed(MouseButton p_button) const; bool is_joy_button_pressed(int p_device, JoyButton p_button) const; bool is_action_pressed(const StringName &p_action, bool p_exact = false) const; bool is_action_just_pressed(const StringName &p_action, bool p_exact = false) const; bool is_action_just_released(const StringName &p_action, bool p_exact = false) const; float get_action_strength(const StringName &p_action, bool p_exact = false) const; float get_action_raw_strength(const StringName &p_action, bool p_exact = false) const; float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const; Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const; float get_joy_axis(int p_device, JoyAxis 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 = ""); Vector3 get_gravity() const; Vector3 get_accelerometer() const; Vector3 get_magnetometer() const; Vector3 get_gyroscope() const; Point2 get_mouse_position() const; Vector2 get_last_mouse_velocity(); MouseButton 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, JoyAxis 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, JoyButton p_button, bool p_pressed); void joy_axis(int p_device, JoyAxis p_axis, float p_value); void joy_hat(int p_device, HatMask p_val); void add_joy_mapping(String p_mapping, bool p_update_existing = false); void remove_joy_mapping(String p_guid); 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 flush_buffered_events(); bool is_using_input_buffering(); void set_use_input_buffering(bool p_enable); 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