input_map.cpp 11 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 = nullptr;
  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_MSG(input_map.has(p_action), "InputMap already has action '" + String(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_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(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. }
  67. for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  68. ret.push_back(E->get());
  69. }
  70. return ret;
  71. }
  72. List<StringName> InputMap::get_actions() const {
  73. List<StringName> actions = List<StringName>();
  74. if (input_map.empty()) {
  75. return actions;
  76. }
  77. for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
  78. actions.push_back(E->key());
  79. }
  80. return actions;
  81. }
  82. List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
  83. for (List<Ref<InputEvent>>::Element *E = p_action.inputs.front(); E; E = E->next()) {
  84. const Ref<InputEvent> e = E->get();
  85. //if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
  86. // continue;
  87. int device = e->get_device();
  88. if (device == ALL_DEVICES || device == p_event->get_device()) {
  89. if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
  90. return E;
  91. }
  92. }
  93. }
  94. return nullptr;
  95. }
  96. bool InputMap::has_action(const StringName &p_action) const {
  97. return input_map.has(p_action);
  98. }
  99. void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
  100. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  101. input_map[p_action].deadzone = p_deadzone;
  102. }
  103. void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  104. ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
  105. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  106. if (_find_event(input_map[p_action], p_event)) {
  107. return; //already gots
  108. }
  109. input_map[p_action].inputs.push_back(p_event);
  110. }
  111. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  112. ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  113. return (_find_event(input_map[p_action], p_event) != nullptr);
  114. }
  115. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  116. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  117. List<Ref<InputEvent>>::Element *E = _find_event(input_map[p_action], p_event);
  118. if (E) {
  119. input_map[p_action].inputs.erase(E);
  120. }
  121. }
  122. void InputMap::action_erase_events(const StringName &p_action) {
  123. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  124. input_map[p_action].inputs.clear();
  125. }
  126. Array InputMap::_get_action_list(const StringName &p_action) {
  127. Array ret;
  128. const List<Ref<InputEvent>> *al = get_action_list(p_action);
  129. if (al) {
  130. for (const List<Ref<InputEvent>>::Element *E = al->front(); E; E = E->next()) {
  131. ret.push_back(E->get());
  132. }
  133. }
  134. return ret;
  135. }
  136. const List<Ref<InputEvent>> *InputMap::get_action_list(const StringName &p_action) {
  137. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  138. if (!E) {
  139. return nullptr;
  140. }
  141. return &E->get().inputs;
  142. }
  143. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  144. return event_get_action_status(p_event, p_action);
  145. }
  146. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  147. Map<StringName, Action>::Element *E = input_map.find(p_action);
  148. ERR_FAIL_COND_V_MSG(!E, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  149. Ref<InputEventAction> input_event_action = p_event;
  150. if (input_event_action.is_valid()) {
  151. if (p_pressed != nullptr) {
  152. *p_pressed = input_event_action->is_pressed();
  153. }
  154. if (p_strength != nullptr) {
  155. *p_strength = (p_pressed != nullptr && *p_pressed) ? input_event_action->get_strength() : 0.0f;
  156. }
  157. return input_event_action->get_action() == p_action;
  158. }
  159. bool pressed;
  160. float strength;
  161. List<Ref<InputEvent>>::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  162. if (event != nullptr) {
  163. if (p_pressed != nullptr) {
  164. *p_pressed = pressed;
  165. }
  166. if (p_strength != nullptr) {
  167. *p_strength = strength;
  168. }
  169. return true;
  170. } else {
  171. return false;
  172. }
  173. }
  174. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  175. return input_map;
  176. }
  177. void InputMap::load_from_globals() {
  178. input_map.clear();
  179. List<PropertyInfo> pinfo;
  180. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  181. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  182. const PropertyInfo &pi = E->get();
  183. if (!pi.name.begins_with("input/")) {
  184. continue;
  185. }
  186. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  187. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  188. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  189. Array events = action["events"];
  190. add_action(name, deadzone);
  191. for (int i = 0; i < events.size(); i++) {
  192. Ref<InputEvent> event = events[i];
  193. if (event.is_null()) {
  194. continue;
  195. }
  196. action_add_event(name, event);
  197. }
  198. }
  199. }
  200. void InputMap::load_default() {
  201. Ref<InputEventKey> key;
  202. add_action("ui_accept");
  203. key.instance();
  204. key->set_keycode(KEY_ENTER);
  205. action_add_event("ui_accept", key);
  206. key.instance();
  207. key->set_keycode(KEY_KP_ENTER);
  208. action_add_event("ui_accept", key);
  209. key.instance();
  210. key->set_keycode(KEY_SPACE);
  211. action_add_event("ui_accept", key);
  212. add_action("ui_select");
  213. key.instance();
  214. key->set_keycode(KEY_SPACE);
  215. action_add_event("ui_select", key);
  216. add_action("ui_cancel");
  217. key.instance();
  218. key->set_keycode(KEY_ESCAPE);
  219. action_add_event("ui_cancel", key);
  220. add_action("ui_focus_next");
  221. key.instance();
  222. key->set_keycode(KEY_TAB);
  223. action_add_event("ui_focus_next", key);
  224. add_action("ui_focus_prev");
  225. key.instance();
  226. key->set_keycode(KEY_TAB);
  227. key->set_shift(true);
  228. action_add_event("ui_focus_prev", key);
  229. add_action("ui_left");
  230. key.instance();
  231. key->set_keycode(KEY_LEFT);
  232. action_add_event("ui_left", key);
  233. add_action("ui_right");
  234. key.instance();
  235. key->set_keycode(KEY_RIGHT);
  236. action_add_event("ui_right", key);
  237. add_action("ui_up");
  238. key.instance();
  239. key->set_keycode(KEY_UP);
  240. action_add_event("ui_up", key);
  241. add_action("ui_down");
  242. key.instance();
  243. key->set_keycode(KEY_DOWN);
  244. action_add_event("ui_down", key);
  245. add_action("ui_page_up");
  246. key.instance();
  247. key->set_keycode(KEY_PAGEUP);
  248. action_add_event("ui_page_up", key);
  249. add_action("ui_page_down");
  250. key.instance();
  251. key->set_keycode(KEY_PAGEDOWN);
  252. action_add_event("ui_page_down", key);
  253. add_action("ui_home");
  254. key.instance();
  255. key->set_keycode(KEY_HOME);
  256. action_add_event("ui_home", key);
  257. add_action("ui_end");
  258. key.instance();
  259. key->set_keycode(KEY_END);
  260. action_add_event("ui_end", key);
  261. //set("display/window/handheld/orientation", "landscape");
  262. }
  263. InputMap::InputMap() {
  264. ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
  265. singleton = this;
  266. }