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https://github.com/godotengine/godot
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83 lines
1.9 KiB
C++
83 lines
1.9 KiB
C++
#ifndef INPUT_DEFAULT_H
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#define INPUT_DEFAULT_H
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#include "os/input.h"
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class InputDefault : public Input {
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OBJ_TYPE( InputDefault, Input );
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_THREAD_SAFE_CLASS_
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int mouse_button_mask;
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Set<int> keys_pressed;
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Set<int> joy_buttons_pressed;
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Map<int,float> joy_axis;
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Map<StringName,int> custom_action_press;
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Map<int, String> joy_names;
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Vector3 accelerometer;
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Vector2 mouse_pos;
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MainLoop *main_loop;
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bool emulate_touch;
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struct SpeedTrack {
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uint64_t last_tick;
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Vector2 speed;
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Vector2 accum;
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float accum_t;
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float min_ref_frame;
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float max_ref_frame;
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void update(const Vector2& p_delta_p);
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void reset();
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SpeedTrack();
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};
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SpeedTrack mouse_speed_track;
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RES custom_cursor;
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public:
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virtual bool is_key_pressed(int p_scancode);
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virtual bool is_mouse_button_pressed(int p_button);
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virtual bool is_joy_button_pressed(int p_device, int p_button);
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virtual bool is_action_pressed(const StringName& p_action);
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virtual float get_joy_axis(int p_device,int p_axis);
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String get_joy_name(int p_idx);
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void joy_connection_changed(int p_idx, bool p_connected, String p_name);
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virtual Vector3 get_accelerometer();
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virtual Point2 get_mouse_pos() const;
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virtual Point2 get_mouse_speed() const;
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virtual int get_mouse_button_mask() const;
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virtual void warp_mouse_pos(const Vector2& p_to);
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void parse_input_event(const InputEvent& p_event);
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void set_accelerometer(const Vector3& p_accel);
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void set_joy_axis(int p_device,int p_axis,float p_value);
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void set_main_loop(MainLoop *main_loop);
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void set_mouse_pos(const Point2& p_posf);
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void action_press(const StringName& p_action);
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void action_release(const StringName& p_action);
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void iteration(float p_step);
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void set_emulate_touch(bool p_emulate);
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virtual bool is_emulating_touchscreen() const;
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virtual void set_custom_mouse_cursor(const RES& p_cursor,const Vector2& p_hotspot=Vector2());
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virtual void set_mouse_in_window(bool p_in_window);
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InputDefault();
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};
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#endif // INPUT_DEFAULT_H
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