Input.h 21 KB

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  1. //
  2. // Copyright (c) 2008-2016 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Container/HashSet.h"
  24. #include "../Core/Mutex.h"
  25. #include "../Core/Object.h"
  26. #include "../Container/List.h"
  27. #include "../Input/InputEvents.h"
  28. #include "../UI/UIButton.h"
  29. // ATOMIC BEGIN
  30. // #include "../UI/Cursor.h"
  31. // ATOMIC END
  32. namespace Atomic
  33. {
  34. /// %Input Mouse Modes.
  35. enum MouseMode
  36. {
  37. MM_ABSOLUTE = 0,
  38. MM_RELATIVE,
  39. MM_WRAP,
  40. MM_FREE,
  41. MM_INVALID
  42. };
  43. class Deserializer;
  44. class Graphics;
  45. class Serializer;
  46. class UIWidget;
  47. class XMLFile;
  48. class UIButton;
  49. const IntVector2 MOUSE_POSITION_OFFSCREEN = IntVector2(M_MIN_INT, M_MIN_INT);
  50. /// %Input state for a finger touch.
  51. struct TouchState
  52. {
  53. /// Return last touched UI element, used by scripting integration.
  54. UIWidget* GetTouchedElement();
  55. /// Touch (finger) ID.
  56. int touchID_;
  57. /// Position in screen coordinates.
  58. IntVector2 position_;
  59. /// Last position in screen coordinates.
  60. IntVector2 lastPosition_;
  61. /// Movement since last frame.
  62. IntVector2 delta_;
  63. /// Finger pressure.
  64. float pressure_;
  65. // ATOMIC BEGIN
  66. /// Last touched UI widget
  67. WeakPtr<UIWidget> touchedWidget_;
  68. // ATOMIC END
  69. };
  70. /// %Input state for a joystick.
  71. // ATOMIC BEGIN
  72. class JoystickState : public RefCounted
  73. {
  74. ATOMIC_REFCOUNTED(JoystickState)
  75. // ATOMIC END
  76. public:
  77. /// Construct with defaults.
  78. JoystickState() :
  79. joystick_(0), joystickID_(0), controller_(0),
  80. // ATOMIC BEGIN
  81. haptic_(0),
  82. canRumble_(true),
  83. // ATOMIC END
  84. name_()
  85. {
  86. }
  87. /// Initialize the number of buttons, axes and hats and set them to neutral state.
  88. void Initialize(unsigned numButtons, unsigned numAxes, unsigned numHats);
  89. /// Reset button, axis and hat states to neutral.
  90. void Reset();
  91. /// Return whether is a game controller. Game controllers will use standardized axis and button mappings.
  92. bool IsController() const { return controller_ != 0; }
  93. /// Return number of buttons.
  94. unsigned GetNumButtons() const { return buttons_.Size(); }
  95. /// Return number of axes.
  96. unsigned GetNumAxes() const { return axes_.Size(); }
  97. /// Return number of hats.
  98. unsigned GetNumHats() const { return hats_.Size(); }
  99. /// Check if a button is held down.
  100. bool GetButtonDown(unsigned index) const { return index < buttons_.Size() ? buttons_[index] : false; }
  101. /// Check if a button has been pressed on this frame.
  102. bool GetButtonPress(unsigned index) const { return index < buttonPress_.Size() ? buttonPress_[index] : false; }
  103. /// Return axis position.
  104. float GetAxisPosition(unsigned index) const { return index < axes_.Size() ? axes_[index] : 0.0f; }
  105. /// Return hat position.
  106. int GetHatPosition(unsigned index) const { return index < hats_.Size() ? hats_[index] : HAT_CENTER; }
  107. // ATOMIC BEGIN
  108. /// Haptic aka Rumble support
  109. bool StartRumble();
  110. void StopRumble();
  111. bool IsRumble();
  112. void DoRumble( float strength, unsigned int length);
  113. // ATOMIC END
  114. /// SDL joystick.
  115. SDL_Joystick* joystick_;
  116. /// SDL joystick instance ID.
  117. SDL_JoystickID joystickID_;
  118. /// SDL game controller.
  119. SDL_GameController* controller_;
  120. // ATOMIC BEGIN
  121. /// Haptic support
  122. SDL_Haptic *haptic_;
  123. bool canRumble_;
  124. /// UI element containing the screen joystick.
  125. // UIElement* screenJoystick_;
  126. // ATOMIC END
  127. /// Joystick name.
  128. String name_;
  129. /// Button up/down state.
  130. PODVector<bool> buttons_;
  131. /// Button pressed on this frame.
  132. PODVector<bool> buttonPress_;
  133. /// Axis position from -1 to 1.
  134. PODVector<float> axes_;
  135. /// POV hat bits.
  136. PODVector<int> hats_;
  137. };
  138. #ifdef __EMSCRIPTEN__
  139. class EmscriptenInput;
  140. #endif
  141. /// %Input subsystem. Converts operating system window messages to input state and events.
  142. class ATOMIC_API Input : public Object
  143. {
  144. ATOMIC_OBJECT(Input, Object);
  145. #ifdef __EMSCRIPTEN__
  146. friend class EmscriptenInput;
  147. #endif
  148. public:
  149. /// Construct.
  150. Input(Context* context);
  151. /// Destruct.
  152. virtual ~Input();
  153. /// Poll for window messages. Called by HandleBeginFrame().
  154. void Update();
  155. /// Set whether ALT-ENTER fullscreen toggle is enabled.
  156. void SetToggleFullscreen(bool enable);
  157. /// Set whether the operating system mouse cursor is visible. When not visible (default), is kept centered to prevent leaving the window. Mouse visibility event can be suppressed-- this also recalls any unsuppressed SetMouseVisible which can be returned by ResetMouseVisible().
  158. void SetMouseVisible(bool enable, bool suppressEvent = false);
  159. /// Reset last mouse visibility that was not suppressed in SetMouseVisible.
  160. void ResetMouseVisible();
  161. /// Set whether the mouse is currently being grabbed by an operation.
  162. void SetMouseGrabbed(bool grab, bool suppressEvent = false);
  163. /// Reset the mouse grabbed to the last unsuppressed SetMouseGrabbed call
  164. void ResetMouseGrabbed();
  165. /// Set the mouse mode.
  166. /** Set the mouse mode behaviour.
  167. * MM_ABSOLUTE is the default behaviour, allowing the toggling of operating system cursor visibility and allowing the cursor to escape the window when visible.
  168. * When the operating system cursor is invisible in absolute mouse mode, the mouse is confined to the window.
  169. * If the operating system and UI cursors are both invisible, interaction with the Urho UI will be limited (eg: drag move / drag end events will not trigger).
  170. * SetMouseMode(MM_ABSOLUTE) will call SetMouseGrabbed(false).
  171. *
  172. * MM_RELATIVE sets the operating system cursor to invisible and confines the cursor to the window.
  173. * The operating system cursor cannot be set to be visible in this mode via SetMouseVisible(), however changes are tracked and will be restored when another mouse mode is set.
  174. * When the virtual cursor is also invisible, UI interaction will still function as normal (eg: drag events will trigger).
  175. * SetMouseMode(MM_RELATIVE) will call SetMouseGrabbed(true).
  176. *
  177. * MM_WRAP grabs the mouse from the operating system and confines the operating system cursor to the window, wrapping the cursor when it is near the edges.
  178. * SetMouseMode(MM_WRAP) will call SetMouseGrabbed(true).
  179. *
  180. * MM_FREE does not grab/confine the mouse cursor even when it is hidden. This can be used for cases where the cursor should render using the operating system
  181. * outside the window, and perform custom rendering (with SetMouseVisible(false)) inside.
  182. */
  183. void SetMouseMode(MouseMode mode, bool suppressEvent = false);
  184. /// Reset the last mouse mode that wasn't suppressed in SetMouseMode
  185. void ResetMouseMode();
  186. /// Add screen joystick.
  187. /** Return the joystick instance ID when successful or negative on error.
  188. * If layout file is not given, use the default screen joystick layout.
  189. * If style file is not given, use the default style file from root UI element.
  190. *
  191. * This method should only be called in main thread.
  192. */
  193. SDL_JoystickID AddScreenJoystick(XMLFile* layoutFile = 0, XMLFile* styleFile = 0);
  194. /// Remove screen joystick by instance ID.
  195. /** Return true if successful.
  196. *
  197. * This method should only be called in main thread.
  198. */
  199. bool RemoveScreenJoystick(SDL_JoystickID id);
  200. /// Set whether the virtual joystick is visible.
  201. void SetScreenJoystickVisible(SDL_JoystickID id, bool enable);
  202. /// Show or hide on-screen keyboard on platforms that support it. When shown, keypresses from it are delivered as key events.
  203. void SetScreenKeyboardVisible(bool enable);
  204. /// Set touch emulation by mouse. Only available on desktop platforms. When enabled, actual mouse events are no longer sent and the mouse cursor is forced visible.
  205. void SetTouchEmulation(bool enable);
  206. /// Begin recording a touch gesture. Return true if successful. The E_GESTURERECORDED event (which contains the ID for the new gesture) will be sent when recording finishes.
  207. bool RecordGesture();
  208. /// Save all in-memory touch gestures. Return true if successful.
  209. bool SaveGestures(Serializer& dest);
  210. /// Save a specific in-memory touch gesture to a file. Return true if successful.
  211. bool SaveGesture(Serializer& dest, unsigned gestureID);
  212. /// Load touch gestures from a file. Return number of loaded gestures, or 0 on failure.
  213. unsigned LoadGestures(Deserializer& source);
  214. /// Remove an in-memory gesture by ID. Return true if was found.
  215. bool RemoveGesture(unsigned gestureID);
  216. /// Remove all in-memory gestures.
  217. void RemoveAllGestures();
  218. /// Set the mouse cursor position.
  219. void SetMousePosition(const IntVector2& position);
  220. /// Center the mouse position.
  221. void CenterMousePosition();
  222. /// Return keycode from key name.
  223. int GetKeyFromName(const String& name) const;
  224. /// Return keycode from scancode.
  225. int GetKeyFromScancode(int scancode) const;
  226. /// Return name of key from keycode.
  227. String GetKeyName(int key) const;
  228. /// Return scancode from keycode.
  229. int GetScancodeFromKey(int key) const;
  230. /// Return scancode from key name.
  231. int GetScancodeFromName(const String& name) const;
  232. /// Return name of key from scancode.
  233. String GetScancodeName(int scancode) const;
  234. /// Check if a key is held down.
  235. bool GetKeyDown(int key) const;
  236. /// Check if a key has been pressed on this frame.
  237. bool GetKeyPress(int key) const;
  238. /// Check if a key is held down by scancode.
  239. bool GetScancodeDown(int scancode) const;
  240. /// Check if a key has been pressed on this frame by scancode.
  241. bool GetScancodePress(int scancode) const;
  242. /// Check if a mouse button is held down.
  243. bool GetMouseButtonDown(int button) const;
  244. /// Check if a mouse button has been pressed on this frame.
  245. bool GetMouseButtonPress(int button) const;
  246. /// Check if a qualifier key is held down.
  247. bool GetQualifierDown(int qualifier) const;
  248. /// Check if a qualifier key has been pressed on this frame.
  249. bool GetQualifierPress(int qualifier) const;
  250. /// Return the currently held down qualifiers.
  251. int GetQualifiers() const;
  252. /// Return mouse position within window. Should only be used with a visible mouse cursor.
  253. IntVector2 GetMousePosition() const;
  254. /// Return mouse movement since last frame.
  255. const IntVector2& GetMouseMove() const;
  256. /// Return horizontal mouse movement since last frame.
  257. int GetMouseMoveX() const;
  258. /// Return vertical mouse movement since last frame.
  259. int GetMouseMoveY() const;
  260. /// Return mouse wheel movement since last frame.
  261. int GetMouseMoveWheel() const { return mouseMoveWheel_; }
  262. /// Return number of active finger touches.
  263. unsigned GetNumTouches() const { return touches_.Size(); }
  264. /// Return active finger touch by index.
  265. TouchState* GetTouch(unsigned index) const;
  266. /// Return number of connected joysticks.
  267. unsigned GetNumJoysticks() const { return joysticks_.Size(); }
  268. /// Return joystick state by ID, or null if does not exist.
  269. JoystickState* GetJoystick(SDL_JoystickID id);
  270. /// Return joystick state by index, or null if does not exist. 0 = first connected joystick.
  271. JoystickState* GetJoystickByIndex(unsigned index);
  272. /// Return joystick state by name, or null if does not exist.
  273. JoystickState* GetJoystickByName(const String& name);
  274. /// Return whether fullscreen toggle is enabled.
  275. bool GetToggleFullscreen() const { return toggleFullscreen_; }
  276. /// Return whether a virtual joystick is visible.
  277. bool IsScreenJoystickVisible(SDL_JoystickID id) const;
  278. /// Return whether on-screen keyboard is supported.
  279. bool GetScreenKeyboardSupport() const;
  280. /// Return whether on-screen keyboard is being shown.
  281. bool IsScreenKeyboardVisible() const;
  282. /// Return whether touch emulation is enabled.
  283. bool GetTouchEmulation() const { return touchEmulation_; }
  284. /// Return whether the operating system mouse cursor is visible.
  285. bool IsMouseVisible() const { return mouseVisible_; }
  286. /// Return whether the mouse is currently being grabbed by an operation.
  287. bool IsMouseGrabbed() const { return mouseGrabbed_; }
  288. /// Return whether the mouse is locked to the window
  289. bool IsMouseLocked() const;
  290. /// Return the mouse mode.
  291. MouseMode GetMouseMode() const { return mouseMode_; }
  292. /// Return whether application window has input focus.
  293. bool HasFocus() { return inputFocus_; }
  294. /// Return whether application window is minimized.
  295. bool IsMinimized() const;
  296. // ATOMIC BEGIN
  297. /// Binds UIButton element to the given button
  298. void BindButton(UIButton* touchButton, int button);
  299. void SimulateButtonDown(int button);
  300. void SimulateButtonUp(int button);
  301. bool GetJoystickRumble(unsigned int id); /// return if rumble is supported on game controller
  302. void JoystickRumble(unsigned int id, float strength, unsigned int length); /// produce rumble
  303. void JoystickSimulateMouseMove(int xpos, int ypos); /// moves the on screen cursor
  304. void JoystickSimulateMouseButton(int button); /// simulated mouse press down & up
  305. int GetTouchID(unsigned index) { if (index >= touches_.Size()) return 0; return touches_[index].touchID_; }
  306. const IntVector2& GetTouchPosition(unsigned index) { if (index >= touches_.Size()) return IntVector2::ZERO; return touches_[index].position_; }
  307. const IntVector2& GetTouchLastPosition(unsigned index) { if (index >= touches_.Size()) return IntVector2::ZERO; return touches_[index].lastPosition_; }
  308. const IntVector2& GetTouchDelta(unsigned index) { if (index >= touches_.Size()) return IntVector2::ZERO; return touches_[index].delta_; }
  309. const float GetTouchPressure(unsigned index) { if (index >= touches_.Size()) return 0.0f; return touches_[index].pressure_; }
  310. UIWidget* GetTouchWidget(unsigned index) { if (index >= touches_.Size()) return 0; return touches_[index].touchedWidget_; }
  311. // ATOMIC END
  312. private:
  313. /// Initialize when screen mode initially set.
  314. void Initialize();
  315. /// Open a joystick and return its ID. Return -1 if no joystick.
  316. SDL_JoystickID OpenJoystick(unsigned index);
  317. /// Setup internal joystick structures.
  318. void ResetJoysticks();
  319. /// Prepare input state for application gaining input focus.
  320. void GainFocus();
  321. /// Prepare input state for application losing input focus.
  322. void LoseFocus();
  323. /// Clear input state.
  324. void ResetState();
  325. /// Clear touch states and send touch end events.
  326. void ResetTouches();
  327. /// Reset input accumulation.
  328. void ResetInputAccumulation();
  329. /// Get the index of a touch based on the touch ID.
  330. unsigned GetTouchIndexFromID(int touchID);
  331. /// Used internally to return and remove the next available touch index.
  332. unsigned PopTouchIndex();
  333. /// Push a touch index back into the list of available when finished with it.
  334. void PushTouchIndex(int touchID);
  335. /// Send an input focus or window minimization change event.
  336. void SendInputFocusEvent();
  337. /// Handle a mouse button change.
  338. void SetMouseButton(int button, bool newState);
  339. /// Handle a key change.
  340. void SetKey(int key, int scancode, bool newState);
  341. /// Handle mouse wheel change.
  342. void SetMouseWheel(int delta);
  343. /// Suppress next mouse movement.
  344. void SuppressNextMouseMove();
  345. /// Unsuppress mouse movement.
  346. void UnsuppressMouseMove();
  347. /// Handle screen mode event.
  348. void HandleScreenMode(StringHash eventType, VariantMap& eventData);
  349. /// Handle frame start event.
  350. void HandleBeginFrame(StringHash eventType, VariantMap& eventData);
  351. /// Handle touch events from the controls of screen joystick(s).
  352. void HandleScreenJoystickTouch(StringHash eventType, VariantMap& eventData);
  353. /// Handle SDL event.
  354. void HandleSDLEvent(void* sdlEvent);
  355. #ifndef __EMSCRIPTEN__
  356. /// Set SDL mouse mode relative.
  357. void SetMouseModeRelative(SDL_bool enable);
  358. /// Set SDL mouse mode absolute.
  359. void SetMouseModeAbsolute(SDL_bool enable);
  360. #else
  361. /// Set whether the operating system mouse cursor is visible (Emscripten platform only).
  362. void SetMouseVisibleEmscripten(bool enable, bool suppressEvent = false);
  363. /// Set mouse mode final resolution (Emscripten platform only).
  364. void SetMouseModeEmscriptenFinal(MouseMode mode, bool suppressEvent = false);
  365. /// SetMouseMode (Emscripten platform only).
  366. void SetMouseModeEmscripten(MouseMode mode, bool suppressEvent);
  367. /// Handle frame end event.
  368. void HandleEndFrame(StringHash eventType, VariantMap& eventData);
  369. #endif
  370. /// Graphics subsystem.
  371. WeakPtr<Graphics> graphics_;
  372. /// Key down state.
  373. HashSet<int> keyDown_;
  374. /// Key pressed state.
  375. HashSet<int> keyPress_;
  376. /// Key down state by scancode.
  377. HashSet<int> scancodeDown_;
  378. /// Key pressed state by scancode.
  379. HashSet<int> scancodePress_;
  380. /// Active finger touches.
  381. HashMap<int, TouchState> touches_;
  382. /// List that maps between event touch IDs and normalised touch IDs
  383. List<int> availableTouchIDs_;
  384. /// Mapping of touch indices
  385. HashMap<int, int> touchIDMap_;
  386. /// String for text input.
  387. String textInput_;
  388. // ATOMIC BEGIN
  389. /// Opened joysticks.
  390. HashMap<SDL_JoystickID, SharedPtr<JoystickState>> joysticks_;
  391. // ATOMIC END
  392. /// Mouse buttons' down state.
  393. unsigned mouseButtonDown_;
  394. /// Mouse buttons' pressed state.
  395. unsigned mouseButtonPress_;
  396. /// Last mouse position for calculating movement.
  397. IntVector2 lastMousePosition_;
  398. /// Last mouse position before being set to not visible.
  399. IntVector2 lastVisibleMousePosition_;
  400. /// Mouse movement since last frame.
  401. IntVector2 mouseMove_;
  402. /// Mouse wheel movement since last frame.
  403. int mouseMoveWheel_;
  404. /// SDL window ID.
  405. unsigned windowID_;
  406. /// Fullscreen toggle flag.
  407. bool toggleFullscreen_;
  408. /// Operating system mouse cursor visible flag.
  409. bool mouseVisible_;
  410. /// The last operating system mouse cursor visible flag set by end use call to SetMouseVisible.
  411. bool lastMouseVisible_;
  412. /// Flag to indicate the mouse is being grabbed by an operation. Subsystems like UI that uses mouse should temporarily ignore the mouse hover or click events.
  413. bool mouseGrabbed_;
  414. /// The last mouse grabbed set by SetMouseGrabbed.
  415. bool lastMouseGrabbed_;
  416. /// Determines the mode of mouse behaviour.
  417. MouseMode mouseMode_;
  418. /// The last mouse mode set by SetMouseMode.
  419. MouseMode lastMouseMode_;
  420. #ifndef __EMSCRIPTEN__
  421. /// Flag to determine whether SDL mouse relative was used.
  422. bool sdlMouseRelative_;
  423. #endif
  424. /// Touch emulation mode flag.
  425. bool touchEmulation_;
  426. /// Input focus flag.
  427. bool inputFocus_;
  428. /// Minimized flag.
  429. bool minimized_;
  430. /// Gained focus on this frame flag.
  431. bool focusedThisFrame_;
  432. /// Next mouse move suppress flag.
  433. bool suppressNextMouseMove_;
  434. /// Handling a window resize event flag.
  435. bool inResize_;
  436. /// Flag for automatic focus (without click inside window) after screen mode change, needed on Linux.
  437. bool screenModeChanged_;
  438. /// Initialized flag.
  439. bool initialized_;
  440. #ifdef __EMSCRIPTEN__
  441. /// Emscripten Input glue instance.
  442. EmscriptenInput* emscriptenInput_;
  443. /// Flag used to detect mouse jump when exiting pointer-lock.
  444. bool emscriptenExitingPointerLock_;
  445. /// Flag used to detect mouse jump on initial mouse click when entering pointer-lock.
  446. bool emscriptenEnteredPointerLock_;
  447. /// Flag indicating current pointer-lock status.
  448. bool emscriptenPointerLock_;
  449. #endif
  450. };
  451. }