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@@ -256,6 +256,11 @@ Vector3 InputDefault::get_gyroscope() const {
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void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
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+ _parse_input_event_impl(p_event, false);
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+}
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+
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+void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
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+
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_THREAD_SAFE_METHOD_
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Ref<InputEventKey> k = p_event;
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@@ -279,25 +284,30 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
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mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
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}
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- if (main_loop && emulate_touch && mb->get_button_index() == 1) {
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+ Point2 pos = mb->get_global_position();
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+ if (mouse_pos != pos) {
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+ set_mouse_position(pos);
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+ }
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+
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+ if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) {
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Ref<InputEventScreenTouch> touch_event;
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touch_event.instance();
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touch_event->set_pressed(mb->is_pressed());
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touch_event->set_position(mb->get_position());
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main_loop->input_event(touch_event);
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}
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-
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- Point2 pos = mb->get_global_position();
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- if (mouse_pos != pos) {
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- set_mouse_position(pos);
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- }
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}
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Ref<InputEventMouseMotion> mm = p_event;
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if (mm.is_valid()) {
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- if (main_loop && emulate_touch && mm->get_button_mask() & 1) {
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+ Point2 pos = mm->get_global_position();
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+ if (mouse_pos != pos) {
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+ set_mouse_position(pos);
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+ }
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+
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+ if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) {
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Ref<InputEventScreenDrag> drag_event;
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drag_event.instance();
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@@ -309,6 +319,58 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
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}
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}
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+ if (emulate_mouse_from_touch) {
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+
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+ Ref<InputEventScreenTouch> st = p_event;
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+
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+ if (st.is_valid()) {
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+ bool translate = false;
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+ if (st->is_pressed()) {
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+ if (mouse_from_touch_index == -1) {
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+ translate = true;
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+ mouse_from_touch_index = st->get_index();
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+ }
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+ } else {
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+ if (st->get_index() == mouse_from_touch_index) {
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+ translate = true;
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+ mouse_from_touch_index = -1;
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+ }
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+ }
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+
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+ if (translate) {
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+ Ref<InputEventMouseButton> button_event;
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+ button_event.instance();
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+
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+ button_event->set_position(st->get_position());
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+ button_event->set_global_position(st->get_position());
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+ button_event->set_pressed(st->is_pressed());
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+ button_event->set_button_index(BUTTON_LEFT);
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+ if (st->is_pressed()) {
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+ button_event->set_button_mask(mouse_button_mask | (1 << BUTTON_LEFT - 1));
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+ } else {
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+ button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
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+ }
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+
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+ _parse_input_event_impl(button_event, true);
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+ }
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+ }
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+
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+ Ref<InputEventScreenDrag> sd = p_event;
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+
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+ if (sd.is_valid() && sd->get_index() == mouse_from_touch_index) {
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+ Ref<InputEventMouseMotion> motion_event;
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+ motion_event.instance();
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+
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+ motion_event->set_position(sd->get_position());
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+ motion_event->set_global_position(sd->get_position());
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+ motion_event->set_relative(sd->get_relative());
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+ motion_event->set_speed(sd->get_speed());
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+ motion_event->set_button_mask(mouse_button_mask);
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+
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+ _parse_input_event_impl(motion_event, true);
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+ }
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+ }
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+
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Ref<InputEventJoypadButton> jb = p_event;
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if (jb.is_valid()) {
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@@ -493,14 +555,44 @@ void InputDefault::action_release(const StringName &p_action) {
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action_state[p_action] = action;
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}
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-void InputDefault::set_emulate_touch(bool p_emulate) {
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+void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) {
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+
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+ emulate_touch_from_mouse = p_emulate;
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+}
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+
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+bool InputDefault::is_emulating_touch_from_mouse() const {
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+
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+ return emulate_touch_from_mouse;
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+}
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+
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+// Calling this whenever the game window is focused helps unstucking the "touch mouse"
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+// if the OS or its abstraction class hasn't properly reported that touch pointers raised
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+void InputDefault::ensure_touch_mouse_raised() {
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+
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+ if (mouse_from_touch_index != -1) {
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+ mouse_from_touch_index = -1;
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+
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+ Ref<InputEventMouseButton> button_event;
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+ button_event.instance();
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+
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+ button_event->set_position(mouse_pos);
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+ button_event->set_global_position(mouse_pos);
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+ button_event->set_pressed(false);
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+ button_event->set_button_index(BUTTON_LEFT);
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+ button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
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+
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+ _parse_input_event_impl(button_event, true);
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+ }
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+}
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+
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+void InputDefault::set_emulate_mouse_from_touch(bool p_emulate) {
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- emulate_touch = p_emulate;
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+ emulate_mouse_from_touch = p_emulate;
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}
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-bool InputDefault::is_emulating_touchscreen() const {
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+bool InputDefault::is_emulating_mouse_from_touch() const {
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- return emulate_touch;
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+ return emulate_mouse_from_touch;
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}
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Input::CursorShape InputDefault::get_default_cursor_shape() {
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@@ -537,7 +629,9 @@ void InputDefault::set_mouse_in_window(bool p_in_window) {
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InputDefault::InputDefault() {
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mouse_button_mask = 0;
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- emulate_touch = false;
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+ emulate_touch_from_mouse = false;
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+ emulate_mouse_from_touch = false;
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+ mouse_from_touch_index = -1;
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main_loop = NULL;
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hat_map_default[HAT_UP].type = TYPE_BUTTON;
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