input_map.cpp 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342
  1. /*************************************************************************/
  2. /* input_map.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "input_map.h"
  31. #include "core/os/keyboard.h"
  32. #include "core/project_settings.h"
  33. InputMap *InputMap::singleton = NULL;
  34. int InputMap::ALL_DEVICES = -1;
  35. void InputMap::_bind_methods() {
  36. ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
  37. ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
  38. ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
  39. ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
  40. ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
  41. ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
  42. ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
  43. ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
  44. ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
  45. ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
  46. ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
  47. ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
  48. }
  49. void InputMap::add_action(const StringName &p_action, float p_deadzone) {
  50. ERR_FAIL_COND(input_map.has(p_action));
  51. input_map[p_action] = Action();
  52. static int last_id = 1;
  53. input_map[p_action].id = last_id;
  54. input_map[p_action].deadzone = p_deadzone;
  55. last_id++;
  56. }
  57. void InputMap::erase_action(const StringName &p_action) {
  58. ERR_FAIL_COND(!input_map.has(p_action));
  59. input_map.erase(p_action);
  60. }
  61. Array InputMap::_get_actions() {
  62. Array ret;
  63. List<StringName> actions = get_actions();
  64. if (actions.empty())
  65. return ret;
  66. for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  67. ret.push_back(E->get());
  68. }
  69. return ret;
  70. }
  71. List<StringName> InputMap::get_actions() const {
  72. List<StringName> actions = List<StringName>();
  73. if (input_map.empty()) {
  74. return actions;
  75. }
  76. for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
  77. actions.push_back(E->key());
  78. }
  79. return actions;
  80. }
  81. List<Ref<InputEvent> >::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
  82. for (List<Ref<InputEvent> >::Element *E = p_action.inputs.front(); E; E = E->next()) {
  83. const Ref<InputEvent> e = E->get();
  84. //if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
  85. // continue;
  86. int device = e->get_device();
  87. if (device == ALL_DEVICES || device == p_event->get_device()) {
  88. if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
  89. return E;
  90. }
  91. }
  92. }
  93. return NULL;
  94. }
  95. bool InputMap::has_action(const StringName &p_action) const {
  96. return input_map.has(p_action);
  97. }
  98. void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
  99. ERR_FAIL_COND(!input_map.has(p_action));
  100. input_map[p_action].deadzone = p_deadzone;
  101. }
  102. void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  103. ERR_FAIL_COND(p_event.is_null());
  104. ERR_FAIL_COND(!input_map.has(p_action));
  105. if (_find_event(input_map[p_action], p_event))
  106. return; //already gots
  107. input_map[p_action].inputs.push_back(p_event);
  108. }
  109. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  110. ERR_FAIL_COND_V(!input_map.has(p_action), false);
  111. return (_find_event(input_map[p_action], p_event) != NULL);
  112. }
  113. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  114. ERR_FAIL_COND(!input_map.has(p_action));
  115. List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
  116. if (E)
  117. input_map[p_action].inputs.erase(E);
  118. }
  119. void InputMap::action_erase_events(const StringName &p_action) {
  120. ERR_FAIL_COND(!input_map.has(p_action));
  121. input_map[p_action].inputs.clear();
  122. }
  123. Array InputMap::_get_action_list(const StringName &p_action) {
  124. Array ret;
  125. const List<Ref<InputEvent> > *al = get_action_list(p_action);
  126. if (al) {
  127. for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
  128. ret.push_back(E->get());
  129. }
  130. }
  131. return ret;
  132. }
  133. const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
  134. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  135. if (!E)
  136. return NULL;
  137. return &E->get().inputs;
  138. }
  139. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  140. return event_get_action_status(p_event, p_action);
  141. }
  142. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  143. Map<StringName, Action>::Element *E = input_map.find(p_action);
  144. if (!E) {
  145. ERR_EXPLAIN("Request for nonexistent InputMap action: " + String(p_action));
  146. ERR_FAIL_COND_V(!E, false);
  147. }
  148. Ref<InputEventAction> input_event_action = p_event;
  149. if (input_event_action.is_valid()) {
  150. if (p_pressed != NULL)
  151. *p_pressed = input_event_action->is_pressed();
  152. if (p_strength != NULL)
  153. *p_strength = (*p_pressed) ? 1.0f : 0.0f;
  154. return input_event_action->get_action() == p_action;
  155. }
  156. bool pressed;
  157. float strength;
  158. List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  159. if (event != NULL) {
  160. if (p_pressed != NULL)
  161. *p_pressed = pressed;
  162. if (p_strength != NULL)
  163. *p_strength = strength;
  164. return true;
  165. } else {
  166. return false;
  167. }
  168. }
  169. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  170. return input_map;
  171. }
  172. void InputMap::load_from_globals() {
  173. input_map.clear();
  174. List<PropertyInfo> pinfo;
  175. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  176. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  177. const PropertyInfo &pi = E->get();
  178. if (!pi.name.begins_with("input/"))
  179. continue;
  180. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  181. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  182. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  183. Array events = action["events"];
  184. add_action(name, deadzone);
  185. for (int i = 0; i < events.size(); i++) {
  186. Ref<InputEvent> event = events[i];
  187. if (event.is_null())
  188. continue;
  189. action_add_event(name, event);
  190. }
  191. }
  192. }
  193. void InputMap::load_default() {
  194. Ref<InputEventKey> key;
  195. add_action("ui_accept");
  196. key.instance();
  197. key->set_scancode(KEY_ENTER);
  198. action_add_event("ui_accept", key);
  199. key.instance();
  200. key->set_scancode(KEY_KP_ENTER);
  201. action_add_event("ui_accept", key);
  202. key.instance();
  203. key->set_scancode(KEY_SPACE);
  204. action_add_event("ui_accept", key);
  205. add_action("ui_select");
  206. key.instance();
  207. key->set_scancode(KEY_SPACE);
  208. action_add_event("ui_select", key);
  209. add_action("ui_cancel");
  210. key.instance();
  211. key->set_scancode(KEY_ESCAPE);
  212. action_add_event("ui_cancel", key);
  213. add_action("ui_focus_next");
  214. key.instance();
  215. key->set_scancode(KEY_TAB);
  216. action_add_event("ui_focus_next", key);
  217. add_action("ui_focus_prev");
  218. key.instance();
  219. key->set_scancode(KEY_TAB);
  220. key->set_shift(true);
  221. action_add_event("ui_focus_prev", key);
  222. add_action("ui_left");
  223. key.instance();
  224. key->set_scancode(KEY_LEFT);
  225. action_add_event("ui_left", key);
  226. add_action("ui_right");
  227. key.instance();
  228. key->set_scancode(KEY_RIGHT);
  229. action_add_event("ui_right", key);
  230. add_action("ui_up");
  231. key.instance();
  232. key->set_scancode(KEY_UP);
  233. action_add_event("ui_up", key);
  234. add_action("ui_down");
  235. key.instance();
  236. key->set_scancode(KEY_DOWN);
  237. action_add_event("ui_down", key);
  238. add_action("ui_page_up");
  239. key.instance();
  240. key->set_scancode(KEY_PAGEUP);
  241. action_add_event("ui_page_up", key);
  242. add_action("ui_page_down");
  243. key.instance();
  244. key->set_scancode(KEY_PAGEDOWN);
  245. action_add_event("ui_page_down", key);
  246. add_action("ui_home");
  247. key.instance();
  248. key->set_scancode(KEY_HOME);
  249. action_add_event("ui_home", key);
  250. add_action("ui_end");
  251. key.instance();
  252. key->set_scancode(KEY_END);
  253. action_add_event("ui_end", key);
  254. //set("display/window/handheld/orientation", "landscape");
  255. }
  256. InputMap::InputMap() {
  257. ERR_FAIL_COND(singleton);
  258. singleton = this;
  259. }