/*************************************************************************/ /* input_default.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_DEFAULT_H #define INPUT_DEFAULT_H #include "os/input.h" class InputDefault : public Input { OBJ_TYPE( InputDefault, Input ); _THREAD_SAFE_CLASS_ int mouse_button_mask; Set keys_pressed; Set joy_buttons_pressed; Map _joy_axis; Map custom_action_press; Vector3 accelerometer; Vector3 magnetometer; Vector2 mouse_pos; MainLoop *main_loop; bool emulate_touch; struct VibrationInfo { float weak_magnitude; float strong_magnitude; float duration; // Duration in seconds uint64_t timestamp; }; Map joy_vibration; 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 Joystick { 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; Joystick() { 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; } }; SpeedTrack mouse_speed_track; Map joy_names; int fallback_mapping; RES custom_cursor; public: 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, }; struct JoyAxis { int min; float value; }; private: 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 buttons; Map axis; JoyEvent hat[HAT_MAX]; }; JoyEvent hat_map_default[HAT_MAX]; Vector map_db; JoyEvent _find_to_event(String p_to); uint32_t _button_event(uint32_t p_last_id, int p_device, int p_index, bool p_pressed); uint32_t _axis_event(uint32_t p_last_id, int p_device, int p_axis, float p_value); float _handle_deadzone(int p_device, int p_axis, float p_value); public: virtual bool is_key_pressed(int p_scancode); virtual bool is_mouse_button_pressed(int p_button); virtual bool is_joy_button_pressed(int p_device, int p_button); virtual bool is_action_pressed(const StringName& p_action); virtual float get_joy_axis(int p_device,int p_axis); String get_joy_name(int p_idx); virtual Array get_connected_joysticks(); virtual Vector2 get_joy_vibration_strength(int p_device); virtual float get_joy_vibration_duration(int p_device); virtual 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_joystick_mapping(String p_mapping, bool p_update_existing); virtual Vector3 get_accelerometer(); virtual Vector3 get_magnetometer(); virtual Point2 get_mouse_pos() const; virtual Point2 get_mouse_speed() const; virtual int get_mouse_button_mask() const; virtual void warp_mouse_pos(const Vector2& p_to); void parse_input_event(const InputEvent& p_event); void set_accelerometer(const Vector3& p_accel); void set_magnetometer(const Vector3& p_magnetometer); void set_joy_axis(int p_device,int p_axis,float p_value); virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration=0); virtual void stop_joy_vibration(int p_device); void set_main_loop(MainLoop *main_loop); void set_mouse_pos(const Point2& p_posf); void action_press(const StringName& p_action); void action_release(const StringName& p_action); void iteration(float p_step); void set_emulate_touch(bool p_emulate); virtual bool is_emulating_touchscreen() const; virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2()); virtual void set_mouse_in_window(bool p_in_window); void parse_mapping(String p_mapping); uint32_t joy_button(uint32_t p_last_id, int p_device, int p_button, bool p_pressed); uint32_t joy_axis(uint32_t p_last_id, int p_device, int p_axis, const JoyAxis& p_value); uint32_t joy_hat(uint32_t p_last_id, int p_device, int p_val); virtual void add_joy_mapping(String p_mapping, bool p_update_existing=false); virtual void remove_joy_mapping(String p_guid); virtual bool is_joy_known(int p_device); virtual String get_joy_guid(int p_device) const; bool is_joy_mapped(int p_device); String get_joy_guid_remapped(int p_device) const; void set_fallback_mapping(String p_guid); InputDefault(); }; #endif // INPUT_DEFAULT_H