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- /*************************************************************************/
- /* input_default.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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. */
- /*************************************************************************/
- #include "input_default.h"
- #include "core/input_map.h"
- #include "core/os/os.h"
- #include "main/default_controller_mappings.h"
- #include "scene/resources/texture.h"
- #include "servers/visual_server.h"
- void InputDefault::SpeedTrack::update(const Vector2 &p_delta_p) {
- uint64_t tick = OS::get_singleton()->get_ticks_usec();
- uint32_t tdiff = tick - last_tick;
- float delta_t = tdiff / 1000000.0;
- last_tick = tick;
- accum += p_delta_p;
- accum_t += delta_t;
- if (accum_t > max_ref_frame * 10)
- accum_t = max_ref_frame * 10;
- while (accum_t >= min_ref_frame) {
- float slice_t = min_ref_frame / accum_t;
- Vector2 slice = accum * slice_t;
- accum = accum - slice;
- accum_t -= min_ref_frame;
- speed = (slice / min_ref_frame).linear_interpolate(speed, min_ref_frame / max_ref_frame);
- }
- }
- void InputDefault::SpeedTrack::reset() {
- last_tick = OS::get_singleton()->get_ticks_usec();
- speed = Vector2();
- accum_t = 0;
- }
- InputDefault::SpeedTrack::SpeedTrack() {
- min_ref_frame = 0.1;
- max_ref_frame = 0.3;
- reset();
- }
- bool InputDefault::is_key_pressed(int p_scancode) const {
- _THREAD_SAFE_METHOD_
- return keys_pressed.has(p_scancode);
- }
- bool InputDefault::is_mouse_button_pressed(int p_button) const {
- _THREAD_SAFE_METHOD_
- return (mouse_button_mask & (1 << (p_button - 1))) != 0;
- }
- static int _combine_device(int p_value, int p_device) {
- return p_value | (p_device << 20);
- }
- bool InputDefault::is_joy_button_pressed(int p_device, int p_button) const {
- _THREAD_SAFE_METHOD_
- return joy_buttons_pressed.has(_combine_device(p_button, p_device));
- }
- bool InputDefault::is_action_pressed(const StringName &p_action) const {
- return action_state.has(p_action) && action_state[p_action].pressed;
- }
- bool InputDefault::is_action_just_pressed(const StringName &p_action) const {
- const Map<StringName, Action>::Element *E = action_state.find(p_action);
- if (!E)
- return false;
- if (Engine::get_singleton()->is_in_physics_frame()) {
- return E->get().pressed && E->get().physics_frame == Engine::get_singleton()->get_physics_frames();
- } else {
- return E->get().pressed && E->get().idle_frame == Engine::get_singleton()->get_idle_frames();
- }
- }
- bool InputDefault::is_action_just_released(const StringName &p_action) const {
- const Map<StringName, Action>::Element *E = action_state.find(p_action);
- if (!E)
- return false;
- if (Engine::get_singleton()->is_in_physics_frame()) {
- return !E->get().pressed && E->get().physics_frame == Engine::get_singleton()->get_physics_frames();
- } else {
- return !E->get().pressed && E->get().idle_frame == Engine::get_singleton()->get_idle_frames();
- }
- }
- float InputDefault::get_action_strength(const StringName &p_action) const {
- const Map<StringName, Action>::Element *E = action_state.find(p_action);
- if (!E)
- return 0.0f;
- return E->get().strength;
- }
- float InputDefault::get_joy_axis(int p_device, int p_axis) const {
- _THREAD_SAFE_METHOD_
- int c = _combine_device(p_axis, p_device);
- if (_joy_axis.has(c)) {
- return _joy_axis[c];
- } else {
- return 0;
- }
- }
- String InputDefault::get_joy_name(int p_idx) {
- _THREAD_SAFE_METHOD_
- return joy_names[p_idx].name;
- };
- Vector2 InputDefault::get_joy_vibration_strength(int p_device) {
- if (joy_vibration.has(p_device)) {
- return Vector2(joy_vibration[p_device].weak_magnitude, joy_vibration[p_device].strong_magnitude);
- } else {
- return Vector2(0, 0);
- }
- }
- uint64_t InputDefault::get_joy_vibration_timestamp(int p_device) {
- if (joy_vibration.has(p_device)) {
- return joy_vibration[p_device].timestamp;
- } else {
- return 0;
- }
- }
- float InputDefault::get_joy_vibration_duration(int p_device) {
- if (joy_vibration.has(p_device)) {
- return joy_vibration[p_device].duration;
- } else {
- return 0.f;
- }
- }
- static String _hex_str(uint8_t p_byte) {
- static const char *dict = "0123456789abcdef";
- char ret[3];
- ret[2] = 0;
- ret[0] = dict[p_byte >> 4];
- ret[1] = dict[p_byte & 0xf];
- return ret;
- };
- void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) {
- _THREAD_SAFE_METHOD_
- Joypad js;
- js.name = p_connected ? p_name : "";
- js.uid = p_connected ? p_guid : "";
- if (p_connected) {
- String uidname = p_guid;
- if (p_guid == "") {
- int uidlen = MIN(p_name.length(), 16);
- for (int i = 0; i < uidlen; i++) {
- uidname = uidname + _hex_str(p_name[i]);
- };
- };
- js.uid = uidname;
- js.connected = true;
- int mapping = fallback_mapping;
- for (int i = 0; i < map_db.size(); i++) {
- if (js.uid == map_db[i].uid) {
- mapping = i;
- js.name = map_db[i].name;
- };
- };
- js.mapping = mapping;
- } else {
- js.connected = false;
- for (int i = 0; i < JOY_BUTTON_MAX; i++) {
- if (i < JOY_AXIS_MAX)
- set_joy_axis(p_idx, i, 0.0f);
- int c = _combine_device(i, p_idx);
- joy_buttons_pressed.erase(c);
- };
- };
- joy_names[p_idx] = js;
- emit_signal("joy_connection_changed", p_idx, p_connected);
- };
- Vector3 InputDefault::get_gravity() const {
- _THREAD_SAFE_METHOD_
- return gravity;
- }
- Vector3 InputDefault::get_accelerometer() const {
- _THREAD_SAFE_METHOD_
- return accelerometer;
- }
- Vector3 InputDefault::get_magnetometer() const {
- _THREAD_SAFE_METHOD_
- return magnetometer;
- }
- Vector3 InputDefault::get_gyroscope() const {
- _THREAD_SAFE_METHOD_
- return gyroscope;
- }
- void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
- _parse_input_event_impl(p_event, false);
- }
- void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
- // Notes on mouse-touch emulation:
- // - Emulated mouse events are parsed, that is, re-routed to this method, so they make the same effects
- // as true mouse events. The only difference is the situation is flagged as emulated so they are not
- // emulated back to touch events in an endless loop.
- // - Emulated touch events are handed right to the main loop (i.e., the SceneTree) because they don't
- // require additional handling by this class.
- _THREAD_SAFE_METHOD_
- Ref<InputEventKey> k = p_event;
- if (k.is_valid() && !k->is_echo() && k->get_scancode() != 0) {
- if (k->is_pressed())
- keys_pressed.insert(k->get_scancode());
- else
- keys_pressed.erase(k->get_scancode());
- }
- Ref<InputEventMouseButton> mb = p_event;
- if (mb.is_valid()) {
- if (mb->is_pressed()) {
- mouse_button_mask |= (1 << (mb->get_button_index() - 1));
- } else {
- mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
- }
- Point2 pos = mb->get_global_position();
- if (mouse_pos != pos) {
- set_mouse_position(pos);
- }
- if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) {
- Ref<InputEventScreenTouch> touch_event;
- touch_event.instance();
- touch_event->set_pressed(mb->is_pressed());
- touch_event->set_position(mb->get_position());
- main_loop->input_event(touch_event);
- }
- }
- Ref<InputEventMouseMotion> mm = p_event;
- if (mm.is_valid()) {
- Point2 pos = mm->get_global_position();
- if (mouse_pos != pos) {
- set_mouse_position(pos);
- }
- if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) {
- Ref<InputEventScreenDrag> drag_event;
- drag_event.instance();
- drag_event->set_position(mm->get_position());
- drag_event->set_relative(mm->get_relative());
- drag_event->set_speed(mm->get_speed());
- main_loop->input_event(drag_event);
- }
- }
- Ref<InputEventScreenTouch> st = p_event;
- if (st.is_valid()) {
- if (st->is_pressed()) {
- SpeedTrack &track = touch_speed_track[st->get_index()];
- track.reset();
- } else {
- // Since a pointer index may not occur again (OSs may or may not reuse them),
- // imperatively remove it from the map to keep no fossil entries in it
- touch_speed_track.erase(st->get_index());
- }
- if (emulate_mouse_from_touch) {
- bool translate = false;
- if (st->is_pressed()) {
- if (mouse_from_touch_index == -1) {
- translate = true;
- mouse_from_touch_index = st->get_index();
- }
- } else {
- if (st->get_index() == mouse_from_touch_index) {
- translate = true;
- mouse_from_touch_index = -1;
- }
- }
- if (translate) {
- Ref<InputEventMouseButton> button_event;
- button_event.instance();
- button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
- button_event->set_position(st->get_position());
- button_event->set_global_position(st->get_position());
- button_event->set_pressed(st->is_pressed());
- button_event->set_button_index(BUTTON_LEFT);
- if (st->is_pressed()) {
- button_event->set_button_mask(mouse_button_mask | (1 << (BUTTON_LEFT - 1)));
- } else {
- button_event->set_button_mask(mouse_button_mask & ~(1 << (BUTTON_LEFT - 1)));
- }
- _parse_input_event_impl(button_event, true);
- }
- }
- }
- Ref<InputEventScreenDrag> sd = p_event;
- if (sd.is_valid()) {
- SpeedTrack &track = touch_speed_track[sd->get_index()];
- track.update(sd->get_relative());
- sd->set_speed(track.speed);
- if (emulate_mouse_from_touch && sd->get_index() == mouse_from_touch_index) {
- Ref<InputEventMouseMotion> motion_event;
- motion_event.instance();
- motion_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
- motion_event->set_position(sd->get_position());
- motion_event->set_global_position(sd->get_position());
- motion_event->set_relative(sd->get_relative());
- motion_event->set_speed(sd->get_speed());
- motion_event->set_button_mask(mouse_button_mask);
- _parse_input_event_impl(motion_event, true);
- }
- }
- Ref<InputEventJoypadButton> jb = p_event;
- if (jb.is_valid()) {
- int c = _combine_device(jb->get_button_index(), jb->get_device());
- if (jb->is_pressed())
- joy_buttons_pressed.insert(c);
- else
- joy_buttons_pressed.erase(c);
- }
- Ref<InputEventJoypadMotion> jm = p_event;
- if (jm.is_valid()) {
- set_joy_axis(jm->get_device(), jm->get_axis(), jm->get_axis_value());
- }
- Ref<InputEventGesture> ge = p_event;
- if (ge.is_valid()) {
- if (main_loop) {
- main_loop->input_event(ge);
- }
- }
- for (const Map<StringName, InputMap::Action>::Element *E = InputMap::get_singleton()->get_action_map().front(); E; E = E->next()) {
- if (InputMap::get_singleton()->event_is_action(p_event, E->key())) {
- // Save the action's state
- if (!p_event->is_echo() && is_action_pressed(E->key()) != p_event->is_action_pressed(E->key())) {
- Action action;
- action.physics_frame = Engine::get_singleton()->get_physics_frames();
- action.idle_frame = Engine::get_singleton()->get_idle_frames();
- action.pressed = p_event->is_action_pressed(E->key());
- action.strength = 0.f;
- action_state[E->key()] = action;
- }
- action_state[E->key()].strength = p_event->get_action_strength(E->key());
- }
- }
- if (main_loop)
- main_loop->input_event(p_event);
- }
- void InputDefault::set_joy_axis(int p_device, int p_axis, float p_value) {
- _THREAD_SAFE_METHOD_
- int c = _combine_device(p_axis, p_device);
- _joy_axis[c] = p_value;
- }
- void InputDefault::start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration) {
- _THREAD_SAFE_METHOD_
- if (p_weak_magnitude < 0.f || p_weak_magnitude > 1.f || p_strong_magnitude < 0.f || p_strong_magnitude > 1.f) {
- return;
- }
- VibrationInfo vibration;
- vibration.weak_magnitude = p_weak_magnitude;
- vibration.strong_magnitude = p_strong_magnitude;
- vibration.duration = p_duration;
- vibration.timestamp = OS::get_singleton()->get_ticks_usec();
- joy_vibration[p_device] = vibration;
- }
- void InputDefault::stop_joy_vibration(int p_device) {
- _THREAD_SAFE_METHOD_
- VibrationInfo vibration;
- vibration.weak_magnitude = 0;
- vibration.strong_magnitude = 0;
- vibration.duration = 0;
- vibration.timestamp = OS::get_singleton()->get_ticks_usec();
- joy_vibration[p_device] = vibration;
- }
- void InputDefault::vibrate_handheld(int p_duration_ms) {
- OS::get_singleton()->vibrate_handheld(p_duration_ms);
- }
- void InputDefault::set_gravity(const Vector3 &p_gravity) {
- _THREAD_SAFE_METHOD_
- gravity = p_gravity;
- }
- void InputDefault::set_accelerometer(const Vector3 &p_accel) {
- _THREAD_SAFE_METHOD_
- accelerometer = p_accel;
- }
- void InputDefault::set_magnetometer(const Vector3 &p_magnetometer) {
- _THREAD_SAFE_METHOD_
- magnetometer = p_magnetometer;
- }
- void InputDefault::set_gyroscope(const Vector3 &p_gyroscope) {
- _THREAD_SAFE_METHOD_
- gyroscope = p_gyroscope;
- }
- void InputDefault::set_main_loop(MainLoop *p_main_loop) {
- main_loop = p_main_loop;
- }
- void InputDefault::set_mouse_position(const Point2 &p_posf) {
- mouse_speed_track.update(p_posf - mouse_pos);
- mouse_pos = p_posf;
- }
- Point2 InputDefault::get_mouse_position() const {
- return mouse_pos;
- }
- Point2 InputDefault::get_last_mouse_speed() const {
- return mouse_speed_track.speed;
- }
- int InputDefault::get_mouse_button_mask() const {
- return mouse_button_mask; // do not trust OS implementation, should remove it - OS::get_singleton()->get_mouse_button_state();
- }
- void InputDefault::warp_mouse_position(const Vector2 &p_to) {
- OS::get_singleton()->warp_mouse_position(p_to);
- }
- Point2i InputDefault::warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) {
- // The relative distance reported for the next event after a warp is in the boundaries of the
- // size of the rect on that axis, but it may be greater, in which case there's not problem as fmod()
- // will warp it, but if the pointer has moved in the opposite direction between the pointer relocation
- // and the subsequent event, the reported relative distance will be less than the size of the rect
- // and thus fmod() will be disabled for handling the situation.
- // And due to this mouse warping mechanism being stateless, we need to apply some heuristics to
- // detect the warp: if the relative distance is greater than the half of the size of the relevant rect
- // (checked per each axis), it will be considered as the consequence of a former pointer warp.
- const Point2i rel_sgn(p_motion->get_relative().x >= 0.0f ? 1 : -1, p_motion->get_relative().y >= 0.0 ? 1 : -1);
- const Size2i warp_margin = p_rect.size * 0.5f;
- const Point2i rel_warped(
- Math::fmod(p_motion->get_relative().x + rel_sgn.x * warp_margin.x, p_rect.size.x) - rel_sgn.x * warp_margin.x,
- Math::fmod(p_motion->get_relative().y + rel_sgn.y * warp_margin.y, p_rect.size.y) - rel_sgn.y * warp_margin.y);
- const Point2i pos_local = p_motion->get_global_position() - p_rect.position;
- const Point2i pos_warped(Math::fposmod(pos_local.x, p_rect.size.x), Math::fposmod(pos_local.y, p_rect.size.y));
- if (pos_warped != pos_local) {
- OS::get_singleton()->warp_mouse_position(pos_warped + p_rect.position);
- }
- return rel_warped;
- }
- void InputDefault::iteration(float p_step) {
- }
- void InputDefault::action_press(const StringName &p_action, float p_strength) {
- Action action;
- action.physics_frame = Engine::get_singleton()->get_physics_frames();
- action.idle_frame = Engine::get_singleton()->get_idle_frames();
- action.pressed = true;
- action.strength = p_strength;
- action_state[p_action] = action;
- }
- void InputDefault::action_release(const StringName &p_action) {
- Action action;
- action.physics_frame = Engine::get_singleton()->get_physics_frames();
- action.idle_frame = Engine::get_singleton()->get_idle_frames();
- action.pressed = false;
- action.strength = 0.f;
- action_state[p_action] = action;
- }
- void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) {
- emulate_touch_from_mouse = p_emulate;
- }
- bool InputDefault::is_emulating_touch_from_mouse() const {
- return emulate_touch_from_mouse;
- }
- // Calling this whenever the game window is focused helps unstucking the "touch mouse"
- // if the OS or its abstraction class hasn't properly reported that touch pointers raised
- void InputDefault::ensure_touch_mouse_raised() {
- if (mouse_from_touch_index != -1) {
- mouse_from_touch_index = -1;
- Ref<InputEventMouseButton> button_event;
- button_event.instance();
- button_event->set_device(InputEvent::DEVICE_ID_TOUCH_MOUSE);
- button_event->set_position(mouse_pos);
- button_event->set_global_position(mouse_pos);
- button_event->set_pressed(false);
- button_event->set_button_index(BUTTON_LEFT);
- button_event->set_button_mask(mouse_button_mask & ~(1 << (BUTTON_LEFT - 1)));
- _parse_input_event_impl(button_event, true);
- }
- }
- void InputDefault::set_emulate_mouse_from_touch(bool p_emulate) {
- emulate_mouse_from_touch = p_emulate;
- }
- bool InputDefault::is_emulating_mouse_from_touch() const {
- return emulate_mouse_from_touch;
- }
- Input::CursorShape InputDefault::get_default_cursor_shape() const {
- return default_shape;
- }
- void InputDefault::set_default_cursor_shape(CursorShape p_shape) {
- if (default_shape == p_shape)
- return;
- default_shape = p_shape;
- // The default shape is set in Viewport::_gui_input_event. To instantly
- // see the shape in the viewport we need to trigger a mouse motion event.
- Ref<InputEventMouseMotion> mm;
- mm.instance();
- mm->set_position(mouse_pos);
- mm->set_global_position(mouse_pos);
- parse_input_event(mm);
- }
- Input::CursorShape InputDefault::get_current_cursor_shape() const {
- return (Input::CursorShape)OS::get_singleton()->get_cursor_shape();
- }
- void InputDefault::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
- if (Engine::get_singleton()->is_editor_hint())
- return;
- OS::get_singleton()->set_custom_mouse_cursor(p_cursor, (OS::CursorShape)p_shape, p_hotspot);
- }
- void InputDefault::accumulate_input_event(const Ref<InputEvent> &p_event) {
- ERR_FAIL_COND(p_event.is_null());
- if (!use_accumulated_input) {
- parse_input_event(p_event);
- return;
- }
- if (!accumulated_events.empty() && accumulated_events.back()->get()->accumulate(p_event)) {
- return; //event was accumulated, exit
- }
- accumulated_events.push_back(p_event);
- }
- void InputDefault::flush_accumulated_events() {
- while (accumulated_events.front()) {
- parse_input_event(accumulated_events.front()->get());
- accumulated_events.pop_front();
- }
- }
- void InputDefault::set_use_accumulated_input(bool p_enable) {
- use_accumulated_input = p_enable;
- }
- InputDefault::InputDefault() {
- use_accumulated_input = true;
- mouse_button_mask = 0;
- emulate_touch_from_mouse = false;
- emulate_mouse_from_touch = false;
- mouse_from_touch_index = -1;
- main_loop = NULL;
- default_shape = CURSOR_ARROW;
- hat_map_default[HAT_UP].type = TYPE_BUTTON;
- hat_map_default[HAT_UP].index = JOY_DPAD_UP;
- hat_map_default[HAT_UP].value = 0;
- hat_map_default[HAT_RIGHT].type = TYPE_BUTTON;
- hat_map_default[HAT_RIGHT].index = JOY_DPAD_RIGHT;
- hat_map_default[HAT_RIGHT].value = 0;
- hat_map_default[HAT_DOWN].type = TYPE_BUTTON;
- hat_map_default[HAT_DOWN].index = JOY_DPAD_DOWN;
- hat_map_default[HAT_DOWN].value = 0;
- hat_map_default[HAT_LEFT].type = TYPE_BUTTON;
- hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT;
- hat_map_default[HAT_LEFT].value = 0;
- fallback_mapping = -1;
- String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
- if (env_mapping != "") {
- Vector<String> entries = env_mapping.split("\n");
- for (int i = 0; i < entries.size(); i++) {
- if (entries[i] == "")
- continue;
- parse_mapping(entries[i]);
- };
- };
- int i = 0;
- while (DefaultControllerMappings::mappings[i]) {
- parse_mapping(DefaultControllerMappings::mappings[i++]);
- };
- }
- void InputDefault::joy_button(int p_device, int p_button, bool p_pressed) {
- _THREAD_SAFE_METHOD_;
- Joypad &joy = joy_names[p_device];
- //printf("got button %i, mapping is %i\n", p_button, joy.mapping);
- if (joy.last_buttons[p_button] == p_pressed) {
- return;
- }
- joy.last_buttons[p_button] = p_pressed;
- if (joy.mapping == -1) {
- _button_event(p_device, p_button, p_pressed);
- return;
- };
- const Map<int, JoyEvent>::Element *el = map_db[joy.mapping].buttons.find(p_button);
- if (!el) {
- //don't process un-mapped events for now, it could mess things up badly for devices with additional buttons/axis
- //return _button_event(p_last_id, p_device, p_button, p_pressed);
- return;
- };
- JoyEvent map = el->get();
- if (map.type == TYPE_BUTTON) {
- //fake additional axis event for triggers
- if (map.index == JOY_L2 || map.index == JOY_R2) {
- float value = p_pressed ? 1.0f : 0.0f;
- int axis = map.index == JOY_L2 ? JOY_ANALOG_L2 : JOY_ANALOG_R2;
- _axis_event(p_device, axis, value);
- }
- _button_event(p_device, map.index, p_pressed);
- return;
- };
- if (map.type == TYPE_AXIS) {
- _axis_event(p_device, map.index, p_pressed ? 1.0 : 0.0);
- };
- return; // no event?
- };
- void InputDefault::joy_axis(int p_device, int p_axis, const JoyAxis &p_value) {
- _THREAD_SAFE_METHOD_;
- ERR_FAIL_INDEX(p_axis, JOY_AXIS_MAX);
- Joypad &joy = joy_names[p_device];
- if (joy.last_axis[p_axis] == p_value.value) {
- return;
- }
- if (p_value.value > joy.last_axis[p_axis]) {
- if (p_value.value < joy.last_axis[p_axis] + joy.filter) {
- return;
- }
- } else if (p_value.value > joy.last_axis[p_axis] - joy.filter) {
- return;
- }
- //when changing direction quickly, insert fake event to release pending inputmap actions
- float last = joy.last_axis[p_axis];
- if (p_value.min == 0 && (last < 0.25 || last > 0.75) && (last - 0.5) * (p_value.value - 0.5) < 0) {
- JoyAxis jx;
- jx.min = p_value.min;
- jx.value = p_value.value < 0.5 ? 0.6 : 0.4;
- joy_axis(p_device, p_axis, jx);
- } else if (ABS(last) > 0.5 && last * p_value.value < 0) {
- JoyAxis jx;
- jx.min = p_value.min;
- jx.value = p_value.value < 0 ? 0.1 : -0.1;
- joy_axis(p_device, p_axis, jx);
- }
- joy.last_axis[p_axis] = p_value.value;
- float val = p_value.min == 0 ? -1.0f + 2.0f * p_value.value : p_value.value;
- if (joy.mapping == -1) {
- _axis_event(p_device, p_axis, val);
- return;
- };
- const Map<int, JoyEvent>::Element *el = map_db[joy.mapping].axis.find(p_axis);
- if (!el) {
- //return _axis_event(p_last_id, p_device, p_axis, p_value);
- return;
- };
- JoyEvent map = el->get();
- if (map.type == TYPE_BUTTON) {
- //send axis event for triggers
- if (map.index == JOY_L2 || map.index == JOY_R2) {
- float value = p_value.min == 0 ? p_value.value : 0.5f + p_value.value / 2.0f;
- int axis = map.index == JOY_L2 ? JOY_ANALOG_L2 : JOY_ANALOG_R2;
- _axis_event(p_device, axis, value);
- }
- if (map.index == JOY_DPAD_UP || map.index == JOY_DPAD_DOWN) {
- bool pressed = p_value.value != 0.0f;
- int button = p_value.value < 0 ? JOY_DPAD_UP : JOY_DPAD_DOWN;
- if (!pressed) {
- if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_UP, p_device))) {
- _button_event(p_device, JOY_DPAD_UP, false);
- }
- if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_DOWN, p_device))) {
- _button_event(p_device, JOY_DPAD_DOWN, false);
- }
- }
- if (pressed == joy_buttons_pressed.has(_combine_device(button, p_device))) {
- return;
- }
- _button_event(p_device, button, true);
- return;
- }
- if (map.index == JOY_DPAD_LEFT || map.index == JOY_DPAD_RIGHT) {
- bool pressed = p_value.value != 0.0f;
- int button = p_value.value < 0 ? JOY_DPAD_LEFT : JOY_DPAD_RIGHT;
- if (!pressed) {
- if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_LEFT, p_device))) {
- _button_event(p_device, JOY_DPAD_LEFT, false);
- }
- if (joy_buttons_pressed.has(_combine_device(JOY_DPAD_RIGHT, p_device))) {
- _button_event(p_device, JOY_DPAD_RIGHT, false);
- }
- }
- if (pressed == joy_buttons_pressed.has(_combine_device(button, p_device))) {
- return;
- }
- _button_event(p_device, button, true);
- return;
- }
- float deadzone = p_value.min == 0 ? 0.5f : 0.0f;
- bool pressed = p_value.value > deadzone ? true : false;
- if (pressed == joy_buttons_pressed.has(_combine_device(map.index, p_device))) {
- // button already pressed or released, this is an axis bounce value
- return;
- };
- _button_event(p_device, map.index, pressed);
- return;
- };
- if (map.type == TYPE_AXIS) {
- _axis_event(p_device, map.index, val);
- return;
- };
- //printf("invalid mapping\n");
- return;
- };
- void InputDefault::joy_hat(int p_device, int p_val) {
- _THREAD_SAFE_METHOD_;
- const Joypad &joy = joy_names[p_device];
- const JoyEvent *map;
- if (joy.mapping == -1) {
- map = hat_map_default;
- } else {
- map = map_db[joy.mapping].hat;
- };
- int cur_val = joy_names[p_device].hat_current;
- if ((p_val & HAT_MASK_UP) != (cur_val & HAT_MASK_UP)) {
- _button_event(p_device, map[HAT_UP].index, p_val & HAT_MASK_UP);
- };
- if ((p_val & HAT_MASK_RIGHT) != (cur_val & HAT_MASK_RIGHT)) {
- _button_event(p_device, map[HAT_RIGHT].index, p_val & HAT_MASK_RIGHT);
- };
- if ((p_val & HAT_MASK_DOWN) != (cur_val & HAT_MASK_DOWN)) {
- _button_event(p_device, map[HAT_DOWN].index, p_val & HAT_MASK_DOWN);
- };
- if ((p_val & HAT_MASK_LEFT) != (cur_val & HAT_MASK_LEFT)) {
- _button_event(p_device, map[HAT_LEFT].index, p_val & HAT_MASK_LEFT);
- };
- joy_names[p_device].hat_current = p_val;
- };
- void InputDefault::_button_event(int p_device, int p_index, bool p_pressed) {
- Ref<InputEventJoypadButton> ievent;
- ievent.instance();
- ievent->set_device(p_device);
- ievent->set_button_index(p_index);
- ievent->set_pressed(p_pressed);
- parse_input_event(ievent);
- };
- void InputDefault::_axis_event(int p_device, int p_axis, float p_value) {
- Ref<InputEventJoypadMotion> ievent;
- ievent.instance();
- ievent->set_device(p_device);
- ievent->set_axis(p_axis);
- ievent->set_axis_value(p_value);
- parse_input_event(ievent);
- };
- InputDefault::JoyEvent InputDefault::_find_to_event(String p_to) {
- // string names of the SDL buttons in the same order as input_event.h godot buttons
- static const char *buttons[] = { "a", "b", "x", "y", "leftshoulder", "rightshoulder", "lefttrigger", "righttrigger", "leftstick", "rightstick", "back", "start", "dpup", "dpdown", "dpleft", "dpright", "guide", NULL };
- static const char *axis[] = { "leftx", "lefty", "rightx", "righty", NULL };
- JoyEvent ret;
- ret.type = -1;
- ret.index = 0;
- int i = 0;
- while (buttons[i]) {
- if (p_to == buttons[i]) {
- ret.type = TYPE_BUTTON;
- ret.index = i;
- ret.value = 0;
- return ret;
- };
- ++i;
- };
- i = 0;
- while (axis[i]) {
- if (p_to == axis[i]) {
- ret.type = TYPE_AXIS;
- ret.index = i;
- ret.value = 0;
- return ret;
- };
- ++i;
- };
- return ret;
- };
- void InputDefault::parse_mapping(String p_mapping) {
- _THREAD_SAFE_METHOD_;
- JoyDeviceMapping mapping;
- for (int i = 0; i < HAT_MAX; ++i)
- mapping.hat[i].index = 1024 + i;
- Vector<String> entry = p_mapping.split(",");
- if (entry.size() < 2) {
- return;
- }
- CharString uid;
- uid.resize(17);
- mapping.uid = entry[0];
- mapping.name = entry[1];
- int idx = 1;
- while (++idx < entry.size()) {
- if (entry[idx] == "")
- continue;
- String from = entry[idx].get_slice(":", 1).replace(" ", "");
- String to = entry[idx].get_slice(":", 0).replace(" ", "");
- JoyEvent to_event = _find_to_event(to);
- if (to_event.type == -1)
- continue;
- String etype = from.substr(0, 1);
- if (etype == "a") {
- int aid = from.substr(1, from.length() - 1).to_int();
- mapping.axis[aid] = to_event;
- } else if (etype == "b") {
- int bid = from.substr(1, from.length() - 1).to_int();
- mapping.buttons[bid] = to_event;
- } else if (etype == "h") {
- int hat_value = from.get_slice(".", 1).to_int();
- switch (hat_value) {
- case 1:
- mapping.hat[HAT_UP] = to_event;
- break;
- case 2:
- mapping.hat[HAT_RIGHT] = to_event;
- break;
- case 4:
- mapping.hat[HAT_DOWN] = to_event;
- break;
- case 8:
- mapping.hat[HAT_LEFT] = to_event;
- break;
- };
- };
- };
- map_db.push_back(mapping);
- //printf("added mapping with uuid %ls\n", mapping.uid.c_str());
- };
- void InputDefault::add_joy_mapping(String p_mapping, bool p_update_existing) {
- parse_mapping(p_mapping);
- if (p_update_existing) {
- Vector<String> entry = p_mapping.split(",");
- String uid = entry[0];
- for (int i = 0; i < joy_names.size(); i++) {
- if (uid == joy_names[i].uid) {
- joy_names[i].mapping = map_db.size() - 1;
- }
- }
- }
- }
- void InputDefault::remove_joy_mapping(String p_guid) {
- for (int i = map_db.size() - 1; i >= 0; i--) {
- if (p_guid == map_db[i].uid) {
- map_db.remove(i);
- }
- }
- for (int i = 0; i < joy_names.size(); i++) {
- if (joy_names[i].uid == p_guid) {
- joy_names[i].mapping = -1;
- }
- }
- }
- void InputDefault::set_fallback_mapping(String p_guid) {
- for (int i = 0; i < map_db.size(); i++) {
- if (map_db[i].uid == p_guid) {
- fallback_mapping = i;
- return;
- }
- }
- }
- //Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
- bool InputDefault::is_joy_known(int p_device) {
- return OS::get_singleton()->is_joy_known(p_device);
- }
- String InputDefault::get_joy_guid(int p_device) const {
- return OS::get_singleton()->get_joy_guid(p_device);
- }
- //platforms that use the remapping system can override and call to these ones
- bool InputDefault::is_joy_mapped(int p_device) {
- int mapping = joy_names[p_device].mapping;
- return mapping != -1 ? (mapping != fallback_mapping) : false;
- }
- String InputDefault::get_joy_guid_remapped(int p_device) const {
- ERR_FAIL_COND_V(!joy_names.has(p_device), "");
- return joy_names[p_device].uid;
- }
- Array InputDefault::get_connected_joypads() {
- Array ret;
- Map<int, Joypad>::Element *elem = joy_names.front();
- while (elem) {
- if (elem->get().connected) {
- ret.push_back(elem->key());
- }
- elem = elem->next();
- }
- return ret;
- }
- static const char *_buttons[JOY_BUTTON_MAX] = {
- "Face Button Bottom",
- "Face Button Right",
- "Face Button Left",
- "Face Button Top",
- "L",
- "R",
- "L2",
- "R2",
- "L3",
- "R3",
- "Select",
- "Start",
- "DPAD Up",
- "DPAD Down",
- "DPAD Left",
- "DPAD Right"
- };
- static const char *_axes[JOY_AXIS_MAX] = {
- "Left Stick X",
- "Left Stick Y",
- "Right Stick X",
- "Right Stick Y",
- "",
- "",
- "L2",
- "R2",
- "",
- ""
- };
- String InputDefault::get_joy_button_string(int p_button) {
- ERR_FAIL_INDEX_V(p_button, JOY_BUTTON_MAX, "");
- return _buttons[p_button];
- }
- int InputDefault::get_joy_button_index_from_string(String p_button) {
- for (int i = 0; i < JOY_BUTTON_MAX; i++) {
- if (p_button == _buttons[i]) {
- return i;
- }
- }
- ERR_FAIL_V(-1);
- }
- int InputDefault::get_unused_joy_id() {
- for (int i = 0; i < JOYPADS_MAX; i++) {
- if (!joy_names.has(i) || !joy_names[i].connected) {
- return i;
- }
- }
- return -1;
- }
- String InputDefault::get_joy_axis_string(int p_axis) {
- ERR_FAIL_INDEX_V(p_axis, JOY_AXIS_MAX, "");
- return _axes[p_axis];
- }
- int InputDefault::get_joy_axis_index_from_string(String p_axis) {
- for (int i = 0; i < JOY_AXIS_MAX; i++) {
- if (p_axis == _axes[i]) {
- return i;
- }
- }
- ERR_FAIL_V(-1);
- }
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