godot/platform/android/android_input_handler.h
Fredia Huya-Kouadio 625b92e3cd Input logic cleanup:
- Fix invalid detection of mouse input. Prioritize using the event tool type to detect the type of the event, and only use the event source as fallback.

- Ensure that pressure and tilt information is passed for touch drag events

- Consolidate logic and remove redundant methods

- Improve the logic to detect when external hardware keyboards are connected to the device
2024-05-19 14:08:01 -07:00

110 lines
4.8 KiB
C++

/**************************************************************************/
/* android_input_handler.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#ifndef ANDROID_INPUT_HANDLER_H
#define ANDROID_INPUT_HANDLER_H
#include "core/input/input.h"
// This class encapsulates all the handling of input events that come from the Android UI thread.
// Remarks:
// - It's not thread-safe by itself, so its functions must only be called on a single thread, which is the Android UI thread.
// - Its functions must only call thread-safe methods.
class AndroidInputHandler {
public:
struct TouchPos {
int id = 0;
Point2 pos;
float pressure = 0;
Vector2 tilt;
};
struct MouseEventInfo {
bool valid = false;
Point2 pos;
};
enum {
JOY_EVENT_BUTTON = 0,
JOY_EVENT_AXIS = 1,
JOY_EVENT_HAT = 2
};
struct JoypadEvent {
int device = 0;
int type = 0;
int index = 0; // Can be either JoyAxis or JoyButton.
bool pressed = false;
float value = 0;
BitField<HatMask> hat;
};
private:
bool alt_mem = false;
bool shift_mem = false;
bool control_mem = false;
bool meta_mem = false;
BitField<MouseButtonMask> buttons_state;
Vector<TouchPos> touch;
MouseEventInfo mouse_event_info;
Point2 hover_prev_pos; // needed to calculate the relative position on hover events
void _set_key_modifier_state(Ref<InputEventWithModifiers> ev, Key p_keycode);
static MouseButton _button_index_from_mask(BitField<MouseButtonMask> button_mask);
static BitField<MouseButtonMask> _android_button_mask_to_godot_button_mask(int android_button_mask);
void _wheel_button_click(BitField<MouseButtonMask> event_buttons_mask, const Ref<InputEventMouseButton> &ev, MouseButton wheel_button, float factor);
void _parse_mouse_event_info(BitField<MouseButtonMask> event_buttons_mask, bool p_pressed, bool p_canceled, bool p_double_click, bool p_source_mouse_relative);
void _release_mouse_event_info(bool p_source_mouse_relative = false);
void _cancel_mouse_event_info(bool p_source_mouse_relative = false);
void _parse_all_touch(bool p_pressed, bool p_canceled = false, bool p_double_tap = false);
void _release_all_touch();
void _cancel_all_touch();
public:
void process_mouse_event(int p_event_action, int p_event_android_buttons_mask, Point2 p_event_pos, Vector2 p_delta, bool p_double_click, bool p_source_mouse_relative, float p_pressure, Vector2 p_tilt);
void process_touch_event(int p_event, int p_pointer, const Vector<TouchPos> &p_points, bool p_double_tap);
void process_magnify(Point2 p_pos, float p_factor);
void process_pan(Point2 p_pos, Vector2 p_delta);
void process_joy_event(JoypadEvent p_event);
void process_key_event(int p_physical_keycode, int p_unicode, int p_key_label, bool p_pressed, bool p_echo);
};
#endif // ANDROID_INPUT_HANDLER_H