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 = 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_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. 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. ERR_FAIL_COND_V(!p_event.is_valid(), NULL);
  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 NULL;
  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. input_map[p_action].inputs.push_back(p_event);
  109. }
  110. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  111. ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  112. return (_find_event(input_map[p_action], p_event) != NULL);
  113. }
  114. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  115. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  116. List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
  117. if (E)
  118. input_map[p_action].inputs.erase(E);
  119. }
  120. void InputMap::action_erase_events(const StringName &p_action) {
  121. ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  122. input_map[p_action].inputs.clear();
  123. }
  124. Array InputMap::_get_action_list(const StringName &p_action) {
  125. Array ret;
  126. const List<Ref<InputEvent> > *al = get_action_list(p_action);
  127. if (al) {
  128. for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
  129. ret.push_back(E->get());
  130. }
  131. }
  132. return ret;
  133. }
  134. const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
  135. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  136. if (!E)
  137. return NULL;
  138. return &E->get().inputs;
  139. }
  140. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  141. return event_get_action_status(p_event, p_action);
  142. }
  143. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  144. Map<StringName, Action>::Element *E = input_map.find(p_action);
  145. ERR_FAIL_COND_V_MSG(!E, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
  146. Ref<InputEventAction> input_event_action = p_event;
  147. if (input_event_action.is_valid()) {
  148. if (p_pressed != NULL)
  149. *p_pressed = input_event_action->is_pressed();
  150. if (p_strength != NULL)
  151. *p_strength = (p_pressed != NULL && *p_pressed) ? input_event_action->get_strength() : 0.0f;
  152. return input_event_action->get_action() == p_action;
  153. }
  154. bool pressed;
  155. float strength;
  156. List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  157. if (event != NULL) {
  158. if (p_pressed != NULL)
  159. *p_pressed = pressed;
  160. if (p_strength != NULL)
  161. *p_strength = strength;
  162. return true;
  163. } else {
  164. return false;
  165. }
  166. }
  167. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  168. return input_map;
  169. }
  170. void InputMap::load_from_globals() {
  171. input_map.clear();
  172. List<PropertyInfo> pinfo;
  173. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  174. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  175. const PropertyInfo &pi = E->get();
  176. if (!pi.name.begins_with("input/"))
  177. continue;
  178. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  179. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  180. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  181. Array events = action["events"];
  182. add_action(name, deadzone);
  183. for (int i = 0; i < events.size(); i++) {
  184. Ref<InputEvent> event = events[i];
  185. if (event.is_null())
  186. continue;
  187. action_add_event(name, event);
  188. }
  189. }
  190. }
  191. void InputMap::load_default() {
  192. Ref<InputEventKey> key;
  193. add_action("ui_accept");
  194. key.instance();
  195. key->set_scancode(KEY_ENTER);
  196. action_add_event("ui_accept", key);
  197. key.instance();
  198. key->set_scancode(KEY_KP_ENTER);
  199. action_add_event("ui_accept", key);
  200. key.instance();
  201. key->set_scancode(KEY_SPACE);
  202. action_add_event("ui_accept", key);
  203. add_action("ui_select");
  204. key.instance();
  205. key->set_scancode(KEY_SPACE);
  206. action_add_event("ui_select", key);
  207. add_action("ui_cancel");
  208. key.instance();
  209. key->set_scancode(KEY_ESCAPE);
  210. action_add_event("ui_cancel", key);
  211. add_action("ui_focus_next");
  212. key.instance();
  213. key->set_scancode(KEY_TAB);
  214. action_add_event("ui_focus_next", key);
  215. add_action("ui_focus_prev");
  216. key.instance();
  217. key->set_scancode(KEY_TAB);
  218. key->set_shift(true);
  219. action_add_event("ui_focus_prev", key);
  220. add_action("ui_left");
  221. key.instance();
  222. key->set_scancode(KEY_LEFT);
  223. action_add_event("ui_left", key);
  224. add_action("ui_right");
  225. key.instance();
  226. key->set_scancode(KEY_RIGHT);
  227. action_add_event("ui_right", key);
  228. add_action("ui_up");
  229. key.instance();
  230. key->set_scancode(KEY_UP);
  231. action_add_event("ui_up", key);
  232. add_action("ui_down");
  233. key.instance();
  234. key->set_scancode(KEY_DOWN);
  235. action_add_event("ui_down", key);
  236. add_action("ui_page_up");
  237. key.instance();
  238. key->set_scancode(KEY_PAGEUP);
  239. action_add_event("ui_page_up", key);
  240. add_action("ui_page_down");
  241. key.instance();
  242. key->set_scancode(KEY_PAGEDOWN);
  243. action_add_event("ui_page_down", key);
  244. add_action("ui_home");
  245. key.instance();
  246. key->set_scancode(KEY_HOME);
  247. action_add_event("ui_home", key);
  248. add_action("ui_end");
  249. key.instance();
  250. key->set_scancode(KEY_END);
  251. action_add_event("ui_end", key);
  252. //set("display/window/handheld/orientation", "landscape");
  253. }
  254. InputMap::InputMap() {
  255. ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
  256. singleton = this;
  257. }