input_map.cpp 9.9 KB

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  1. /*************************************************************************/
  2. /* input_map.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 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 "os/keyboard.h"
  32. #include "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", "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("get_action_list", "action"), &InputMap::_get_action_list);
  45. ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
  46. ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
  47. }
  48. void InputMap::add_action(const StringName &p_action, float p_deadzone) {
  49. ERR_FAIL_COND(input_map.has(p_action));
  50. input_map[p_action] = Action();
  51. static int last_id = 1;
  52. input_map[p_action].id = last_id;
  53. input_map[p_action].deadzone = p_deadzone;
  54. last_id++;
  55. }
  56. void InputMap::erase_action(const StringName &p_action) {
  57. ERR_FAIL_COND(!input_map.has(p_action));
  58. input_map.erase(p_action);
  59. }
  60. Array InputMap::_get_actions() {
  61. Array ret;
  62. List<StringName> actions = get_actions();
  63. if (actions.empty())
  64. return ret;
  65. for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  66. ret.push_back(E->get());
  67. }
  68. return ret;
  69. }
  70. List<StringName> InputMap::get_actions() const {
  71. List<StringName> actions = List<StringName>();
  72. if (input_map.empty()) {
  73. return actions;
  74. }
  75. for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
  76. actions.push_back(E->key());
  77. }
  78. return actions;
  79. }
  80. List<Ref<InputEvent> >::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
  81. for (List<Ref<InputEvent> >::Element *E = p_action.inputs.front(); E; E = E->next()) {
  82. const Ref<InputEvent> e = E->get();
  83. //if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
  84. // continue;
  85. int device = e->get_device();
  86. if (device == ALL_DEVICES || device == p_event->get_device()) {
  87. if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
  88. return E;
  89. }
  90. }
  91. }
  92. return NULL;
  93. }
  94. bool InputMap::has_action(const StringName &p_action) const {
  95. return input_map.has(p_action);
  96. }
  97. void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
  98. ERR_FAIL_COND(!input_map.has(p_action));
  99. input_map[p_action].deadzone = p_deadzone;
  100. }
  101. void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  102. ERR_FAIL_COND(p_event.is_null());
  103. ERR_FAIL_COND(!input_map.has(p_action));
  104. if (_find_event(input_map[p_action], p_event))
  105. return; //already gots
  106. input_map[p_action].inputs.push_back(p_event);
  107. }
  108. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  109. ERR_FAIL_COND_V(!input_map.has(p_action), false);
  110. return (_find_event(input_map[p_action], p_event) != NULL);
  111. }
  112. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  113. ERR_FAIL_COND(!input_map.has(p_action));
  114. List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
  115. if (E)
  116. input_map[p_action].inputs.erase(E);
  117. }
  118. Array InputMap::_get_action_list(const StringName &p_action) {
  119. Array ret;
  120. const List<Ref<InputEvent> > *al = get_action_list(p_action);
  121. if (al) {
  122. for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
  123. ret.push_back(E->get());
  124. }
  125. }
  126. return ret;
  127. }
  128. const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
  129. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  130. if (!E)
  131. return NULL;
  132. return &E->get().inputs;
  133. }
  134. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  135. return event_get_action_status(p_event, p_action);
  136. }
  137. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  138. Map<StringName, Action>::Element *E = input_map.find(p_action);
  139. if (!E) {
  140. ERR_EXPLAIN("Request for nonexistent InputMap action: " + String(p_action));
  141. ERR_FAIL_COND_V(!E, false);
  142. }
  143. Ref<InputEventAction> input_event_action = p_event;
  144. if (input_event_action.is_valid()) {
  145. return input_event_action->get_action() == p_action;
  146. }
  147. bool pressed;
  148. float strength;
  149. List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  150. if (event != NULL) {
  151. if (p_pressed != NULL)
  152. *p_pressed = pressed;
  153. if (p_strength != NULL)
  154. *p_strength = strength;
  155. return true;
  156. } else {
  157. return false;
  158. }
  159. }
  160. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  161. return input_map;
  162. }
  163. void InputMap::load_from_globals() {
  164. input_map.clear();
  165. List<PropertyInfo> pinfo;
  166. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  167. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  168. const PropertyInfo &pi = E->get();
  169. if (!pi.name.begins_with("input/"))
  170. continue;
  171. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  172. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  173. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  174. Array events = action["events"];
  175. add_action(name, deadzone);
  176. for (int i = 0; i < events.size(); i++) {
  177. Ref<InputEvent> event = events[i];
  178. if (event.is_null())
  179. continue;
  180. action_add_event(name, event);
  181. }
  182. }
  183. }
  184. void InputMap::load_default() {
  185. Ref<InputEventKey> key;
  186. add_action("ui_accept");
  187. key.instance();
  188. key->set_scancode(KEY_ENTER);
  189. action_add_event("ui_accept", key);
  190. key.instance();
  191. key->set_scancode(KEY_KP_ENTER);
  192. action_add_event("ui_accept", key);
  193. key.instance();
  194. key->set_scancode(KEY_SPACE);
  195. action_add_event("ui_accept", key);
  196. add_action("ui_select");
  197. key.instance();
  198. key->set_scancode(KEY_SPACE);
  199. action_add_event("ui_select", key);
  200. add_action("ui_cancel");
  201. key.instance();
  202. key->set_scancode(KEY_ESCAPE);
  203. action_add_event("ui_cancel", key);
  204. add_action("ui_focus_next");
  205. key.instance();
  206. key->set_scancode(KEY_TAB);
  207. action_add_event("ui_focus_next", key);
  208. add_action("ui_focus_prev");
  209. key.instance();
  210. key->set_scancode(KEY_TAB);
  211. key->set_shift(true);
  212. action_add_event("ui_focus_prev", key);
  213. add_action("ui_left");
  214. key.instance();
  215. key->set_scancode(KEY_LEFT);
  216. action_add_event("ui_left", key);
  217. add_action("ui_right");
  218. key.instance();
  219. key->set_scancode(KEY_RIGHT);
  220. action_add_event("ui_right", key);
  221. add_action("ui_up");
  222. key.instance();
  223. key->set_scancode(KEY_UP);
  224. action_add_event("ui_up", key);
  225. add_action("ui_down");
  226. key.instance();
  227. key->set_scancode(KEY_DOWN);
  228. action_add_event("ui_down", key);
  229. add_action("ui_page_up");
  230. key.instance();
  231. key->set_scancode(KEY_PAGEUP);
  232. action_add_event("ui_page_up", key);
  233. add_action("ui_page_down");
  234. key.instance();
  235. key->set_scancode(KEY_PAGEDOWN);
  236. action_add_event("ui_page_down", key);
  237. add_action("ui_home");
  238. key.instance();
  239. key->set_scancode(KEY_HOME);
  240. action_add_event("ui_home", key);
  241. add_action("ui_end");
  242. key.instance();
  243. key->set_scancode(KEY_END);
  244. action_add_event("ui_end", key);
  245. //set("display/window/handheld/orientation", "landscape");
  246. }
  247. InputMap::InputMap() {
  248. ERR_FAIL_COND(singleton);
  249. singleton = this;
  250. }