godot/main/input_default.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

255 lines
7.8 KiB
C++

/*************************************************************************/
/* input_default.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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_DEFAULT_H
#define INPUT_DEFAULT_H
#include "os/input.h"
class InputDefault : public Input {
GDCLASS(InputDefault, Input);
_THREAD_SAFE_CLASS_
int mouse_button_mask;
Set<int> keys_pressed;
Set<int> joy_buttons_pressed;
Map<int, float> _joy_axis;
//Map<StringName,int> custom_action_press;
Vector3 gravity;
Vector3 accelerometer;
Vector3 magnetometer;
Vector3 gyroscope;
Vector2 mouse_pos;
MainLoop *main_loop;
struct Action {
uint64_t physics_frame;
uint64_t idle_frame;
bool pressed;
};
Map<StringName, Action> action_state;
bool emulate_touch;
struct VibrationInfo {
float weak_magnitude;
float strong_magnitude;
float duration; // Duration in seconds
uint64_t timestamp;
};
Map<int, VibrationInfo> 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 Joypad {
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;
Joypad() {
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<int, Joypad> 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,
};
enum {
JOYPADS_MAX = 16,
};
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<int, JoyEvent> buttons;
Map<int, JoyEvent> axis;
JoyEvent hat[HAT_MAX];
};
JoyEvent hat_map_default[HAT_MAX];
Vector<JoyDeviceMapping> map_db;
JoyEvent _find_to_event(String p_to);
void _button_event(int p_device, int p_index, bool p_pressed);
void _axis_event(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) const;
virtual bool is_mouse_button_pressed(int p_button) const;
virtual bool is_joy_button_pressed(int p_device, int p_button) const;
virtual bool is_action_pressed(const StringName &p_action) const;
virtual bool is_action_just_pressed(const StringName &p_action) const;
virtual bool is_action_just_released(const StringName &p_action) const;
virtual float get_joy_axis(int p_device, int p_axis) const;
String get_joy_name(int p_idx);
virtual Array get_connected_joypads();
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_joypad_mapping(String p_mapping, bool p_update_existing);
virtual Vector3 get_gravity() const;
virtual Vector3 get_accelerometer() const;
virtual Vector3 get_magnetometer() const;
virtual Vector3 get_gyroscope() const;
virtual Point2 get_mouse_position() const;
virtual Point2 get_last_mouse_speed() const;
virtual int get_mouse_button_mask() const;
virtual void warp_mouse_position(const Vector2 &p_to);
virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect);
virtual 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, 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 *p_main_loop);
void set_mouse_position(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, CursorShape p_shape = Input::CURSOR_ARROW, const Vector2 &p_hotspot = Vector2());
virtual void set_mouse_in_window(bool p_in_window);
void parse_mapping(String p_mapping);
void joy_button(int p_device, int p_button, bool p_pressed);
void joy_axis(int p_device, int p_axis, const JoyAxis &p_value);
void joy_hat(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;
virtual String get_joy_button_string(int p_button);
virtual String get_joy_axis_string(int p_axis);
virtual int get_joy_axis_index_from_string(String p_axis);
virtual int get_joy_button_index_from_string(String p_button);
int get_unused_joy_id();
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