input_map.cpp 12 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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/input.h"
  32. #include "core/os/keyboard.h"
  33. #include "core/project_settings.h"
  34. InputMap *InputMap::singleton = NULL;
  35. int InputMap::ALL_DEVICES = -1;
  36. void InputMap::_bind_methods() {
  37. ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
  38. ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
  39. ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
  40. ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
  41. ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
  42. ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
  43. ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
  44. ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
  45. ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
  46. ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
  47. ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
  48. ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
  49. }
  50. /**
  51. * Returns an nonexistent action error message with a suggestion of the closest
  52. * matching action name (if possible).
  53. */
  54. String InputMap::_suggest_actions(const StringName &p_action) const {
  55. List<StringName> actions = get_actions();
  56. StringName closest_action;
  57. float closest_similarity = 0.0;
  58. // Find the most action with the most similar name.
  59. for (List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  60. const float similarity = String(E->get()).similarity(p_action);
  61. if (similarity > closest_similarity) {
  62. closest_action = E->get();
  63. closest_similarity = similarity;
  64. }
  65. }
  66. String error_message = vformat("The InputMap action \"%s\" doesn't exist.", p_action);
  67. if (closest_similarity >= 0.4) {
  68. // Only include a suggestion in the error message if it's similar enough.
  69. error_message += vformat(" Did you mean \"%s\"?", closest_action);
  70. }
  71. return error_message;
  72. }
  73. void InputMap::add_action(const StringName &p_action, float p_deadzone) {
  74. ERR_FAIL_COND_MSG(input_map.has(p_action), "InputMap already has action \"" + String(p_action) + "\".");
  75. input_map[p_action] = Action();
  76. static int last_id = 1;
  77. input_map[p_action].id = last_id;
  78. input_map[p_action].deadzone = p_deadzone;
  79. last_id++;
  80. }
  81. void InputMap::erase_action(const StringName &p_action) {
  82. ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
  83. input_map.erase(p_action);
  84. }
  85. Array InputMap::_get_actions() {
  86. Array ret;
  87. List<StringName> actions = get_actions();
  88. if (actions.empty())
  89. return ret;
  90. for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
  91. ret.push_back(E->get());
  92. }
  93. return ret;
  94. }
  95. List<StringName> InputMap::get_actions() const {
  96. List<StringName> actions = List<StringName>();
  97. if (input_map.empty()) {
  98. return actions;
  99. }
  100. for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
  101. actions.push_back(E->key());
  102. }
  103. return actions;
  104. }
  105. List<Ref<InputEvent> >::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength) const {
  106. ERR_FAIL_COND_V(!p_event.is_valid(), NULL);
  107. for (List<Ref<InputEvent> >::Element *E = p_action.inputs.front(); E; E = E->next()) {
  108. const Ref<InputEvent> e = E->get();
  109. //if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
  110. // continue;
  111. int device = e->get_device();
  112. if (device == ALL_DEVICES || device == p_event->get_device()) {
  113. if (e->action_match(p_event, p_pressed, p_strength, p_action.deadzone)) {
  114. return E;
  115. }
  116. }
  117. }
  118. return NULL;
  119. }
  120. bool InputMap::has_action(const StringName &p_action) const {
  121. return input_map.has(p_action);
  122. }
  123. void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
  124. ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
  125. input_map[p_action].deadzone = p_deadzone;
  126. }
  127. void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  128. ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
  129. ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
  130. if (_find_event(input_map[p_action], p_event))
  131. return; //already gots
  132. input_map[p_action].inputs.push_back(p_event);
  133. }
  134. bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  135. ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, _suggest_actions(p_action));
  136. return (_find_event(input_map[p_action], p_event) != NULL);
  137. }
  138. void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
  139. ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
  140. List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action], p_event);
  141. if (E) {
  142. input_map[p_action].inputs.erase(E);
  143. if (Input::get_singleton()->is_action_pressed(p_action)) {
  144. Input::get_singleton()->action_release(p_action);
  145. }
  146. }
  147. }
  148. void InputMap::action_erase_events(const StringName &p_action) {
  149. ERR_FAIL_COND_MSG(!input_map.has(p_action), _suggest_actions(p_action));
  150. input_map[p_action].inputs.clear();
  151. }
  152. Array InputMap::_get_action_list(const StringName &p_action) {
  153. Array ret;
  154. const List<Ref<InputEvent> > *al = get_action_list(p_action);
  155. if (al) {
  156. for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
  157. ret.push_back(E->get());
  158. }
  159. }
  160. return ret;
  161. }
  162. const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
  163. const Map<StringName, Action>::Element *E = input_map.find(p_action);
  164. if (!E)
  165. return NULL;
  166. return &E->get().inputs;
  167. }
  168. bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
  169. return event_get_action_status(p_event, p_action);
  170. }
  171. bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength) const {
  172. Map<StringName, Action>::Element *E = input_map.find(p_action);
  173. ERR_FAIL_COND_V_MSG(!E, false, _suggest_actions(p_action));
  174. Ref<InputEventAction> input_event_action = p_event;
  175. if (input_event_action.is_valid()) {
  176. if (p_pressed != NULL)
  177. *p_pressed = input_event_action->is_pressed();
  178. if (p_strength != NULL)
  179. *p_strength = (p_pressed != NULL && *p_pressed) ? input_event_action->get_strength() : 0.0f;
  180. return input_event_action->get_action() == p_action;
  181. }
  182. bool pressed;
  183. float strength;
  184. List<Ref<InputEvent> >::Element *event = _find_event(E->get(), p_event, &pressed, &strength);
  185. if (event != NULL) {
  186. if (p_pressed != NULL)
  187. *p_pressed = pressed;
  188. if (p_strength != NULL)
  189. *p_strength = strength;
  190. return true;
  191. } else {
  192. return false;
  193. }
  194. }
  195. const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
  196. return input_map;
  197. }
  198. void InputMap::load_from_globals() {
  199. input_map.clear();
  200. List<PropertyInfo> pinfo;
  201. ProjectSettings::get_singleton()->get_property_list(&pinfo);
  202. for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
  203. const PropertyInfo &pi = E->get();
  204. if (!pi.name.begins_with("input/"))
  205. continue;
  206. String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
  207. Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
  208. float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
  209. Array events = action["events"];
  210. add_action(name, deadzone);
  211. for (int i = 0; i < events.size(); i++) {
  212. Ref<InputEvent> event = events[i];
  213. if (event.is_null())
  214. continue;
  215. action_add_event(name, event);
  216. }
  217. }
  218. }
  219. void InputMap::load_default() {
  220. Ref<InputEventKey> key;
  221. add_action("ui_accept");
  222. key.instance();
  223. key->set_scancode(KEY_ENTER);
  224. action_add_event("ui_accept", key);
  225. key.instance();
  226. key->set_scancode(KEY_KP_ENTER);
  227. action_add_event("ui_accept", key);
  228. key.instance();
  229. key->set_scancode(KEY_SPACE);
  230. action_add_event("ui_accept", key);
  231. add_action("ui_select");
  232. key.instance();
  233. key->set_scancode(KEY_SPACE);
  234. action_add_event("ui_select", key);
  235. add_action("ui_cancel");
  236. key.instance();
  237. key->set_scancode(KEY_ESCAPE);
  238. action_add_event("ui_cancel", key);
  239. add_action("ui_focus_next");
  240. key.instance();
  241. key->set_scancode(KEY_TAB);
  242. action_add_event("ui_focus_next", key);
  243. add_action("ui_focus_prev");
  244. key.instance();
  245. key->set_scancode(KEY_TAB);
  246. key->set_shift(true);
  247. action_add_event("ui_focus_prev", key);
  248. add_action("ui_left");
  249. key.instance();
  250. key->set_scancode(KEY_LEFT);
  251. action_add_event("ui_left", key);
  252. add_action("ui_right");
  253. key.instance();
  254. key->set_scancode(KEY_RIGHT);
  255. action_add_event("ui_right", key);
  256. add_action("ui_up");
  257. key.instance();
  258. key->set_scancode(KEY_UP);
  259. action_add_event("ui_up", key);
  260. add_action("ui_down");
  261. key.instance();
  262. key->set_scancode(KEY_DOWN);
  263. action_add_event("ui_down", key);
  264. add_action("ui_page_up");
  265. key.instance();
  266. key->set_scancode(KEY_PAGEUP);
  267. action_add_event("ui_page_up", key);
  268. add_action("ui_page_down");
  269. key.instance();
  270. key->set_scancode(KEY_PAGEDOWN);
  271. action_add_event("ui_page_down", key);
  272. add_action("ui_home");
  273. key.instance();
  274. key->set_scancode(KEY_HOME);
  275. action_add_event("ui_home", key);
  276. add_action("ui_end");
  277. key.instance();
  278. key->set_scancode(KEY_END);
  279. action_add_event("ui_end", key);
  280. }
  281. InputMap::InputMap() {
  282. ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
  283. singleton = this;
  284. }