Input.h 16 KB

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  1. //
  2. // Copyright (c) 2008-2014 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 "HashSet.h"
  24. #include "InputEvents.h"
  25. #include "Mutex.h"
  26. #include "Object.h"
  27. #include "List.h"
  28. #include "Cursor.h"
  29. namespace Urho3D
  30. {
  31. /// %Input Mouse Modes.
  32. enum MouseMode
  33. {
  34. MM_ABSOLUTE = 0,
  35. MM_RELATIVE,
  36. MM_WRAP
  37. };
  38. class Deserializer;
  39. class Graphics;
  40. class Serializer;
  41. class UIElement;
  42. class XMLFile;
  43. const IntVector2 MOUSE_POSITION_OFFSCREEN = IntVector2(M_MIN_INT, M_MIN_INT);
  44. /// %Input state for a finger touch.
  45. struct TouchState
  46. {
  47. /// Return last touched UI element, used by scripting integration.
  48. UIElement* GetTouchedElement();
  49. /// Touch (finger) ID.
  50. int touchID_;
  51. /// Position in screen coordinates.
  52. IntVector2 position_;
  53. /// Last position in screen coordinates.
  54. IntVector2 lastPosition_;
  55. /// Movement since last frame.
  56. IntVector2 delta_;
  57. /// Finger pressure.
  58. float pressure_;
  59. /// Last touched UI element from screen joystick.
  60. WeakPtr<UIElement> touchedElement_;
  61. };
  62. /// %Input state for a joystick.
  63. struct JoystickState
  64. {
  65. /// Construct with defaults.
  66. JoystickState() :
  67. joystick_(0), controller_(0), screenJoystick_(0)
  68. {
  69. }
  70. /// Initialize the number of buttons, axes and hats and set them to neutral state.
  71. void Initialize(unsigned numButtons, unsigned numAxes, unsigned numHats);
  72. /// Reset button, axis and hat states to neutral.
  73. void Reset();
  74. /// Return whether is a game controller. Game controllers will use standardized axis and button mappings.
  75. bool IsController() const { return controller_ != 0; }
  76. /// Return number of buttons.
  77. unsigned GetNumButtons() const { return buttons_.Size(); }
  78. /// Return number of axes.
  79. unsigned GetNumAxes() const { return axes_.Size(); }
  80. /// Return number of hats.
  81. unsigned GetNumHats() const { return hats_.Size(); }
  82. /// Check if a button is held down.
  83. bool GetButtonDown(unsigned index) const { return index < buttons_.Size() ? buttons_[index] : false; }
  84. /// Check if a button has been pressed on this frame.
  85. bool GetButtonPress(unsigned index) const { return index < buttonPress_.Size() ? buttonPress_[index] : false; }
  86. /// Return axis position.
  87. float GetAxisPosition(unsigned index) const { return index < axes_.Size() ? axes_[index] : 0.0f; }
  88. /// Return hat position.
  89. int GetHatPosition(unsigned index) const { return index < hats_.Size() ? hats_[index] : HAT_CENTER; }
  90. /// SDL joystick.
  91. SDL_Joystick* joystick_;
  92. /// SDL joystick instance ID.
  93. SDL_JoystickID joystickID_;
  94. /// SDL game controller.
  95. SDL_GameController* controller_;
  96. /// UI element containing the screen joystick.
  97. UIElement* screenJoystick_;
  98. /// Joystick name.
  99. String name_;
  100. /// Button up/down state.
  101. PODVector<bool> buttons_;
  102. /// Button pressed on this frame.
  103. PODVector<bool> buttonPress_;
  104. /// Axis position from -1 to 1.
  105. PODVector<float> axes_;
  106. /// POV hat bits.
  107. PODVector<int> hats_;
  108. };
  109. /// %Input subsystem. Converts operating system window messages to input state and events.
  110. class URHO3D_API Input : public Object
  111. {
  112. OBJECT(Input);
  113. public:
  114. /// Construct.
  115. Input(Context* context);
  116. /// Destruct.
  117. virtual ~Input();
  118. /// Poll for window messages. Called by HandleBeginFrame().
  119. void Update();
  120. /// Set whether ALT-ENTER fullscreen toggle is enabled.
  121. void SetToggleFullscreen(bool enable);
  122. /// Set whether the operating system mouse cursor is visible. When not visible (default), is kept centered to prevent leaving the window. Mouse visiblility event can be suppressed-- this also recalls any unsuppressed SetMouseVisible which can be returned by ResetMouseVisible().
  123. void SetMouseVisible(bool enable, bool suppressEvent = false);
  124. /// Reset last mouse visibilty that was not suppressed in SetMouseVisible.
  125. void ResetMouseVisible() { SetMouseVisible(lastMouseVisible_, true); }
  126. /// Set whether the mouse is currently being grabbed by an operation.
  127. void SetMouseGrabbed(bool grab);
  128. /// Set the mouse mode.
  129. /** Set the mouse mode behaviour.
  130. * MM_ABSOLUTE is the default behaviour, allowing the toggling of operating system cursor visibility and allowing the cursor to escape the window when visible.
  131. * When the operating system cursor is invisible in absolute mouse mode, the mouse is confined to the window.
  132. * 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).
  133. * SetMouseMode(MM_ABSOLUTE) will call SetMouseGrabbed(false).
  134. *
  135. * MM_RELATIVE sets the operating system cursor to invisible and confines the cursor to the window.
  136. * 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.
  137. * When the virtual cursor is also invisible, UI interaction will still function as normal (eg: drag events will trigger).
  138. * SetMouseMode(MM_RELATIVE) will call SetMouseGrabbed(true).
  139. *
  140. * 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.
  141. * SetMouseMode(MM_WRAP) will call SetMouseGrabbed(true).
  142. */
  143. void SetMouseMode(MouseMode mode);
  144. /// Add screen joystick.
  145. /** Return the joystick instance ID when successful or negative on error.
  146. * If layout file is not given, use the default screen joystick layout.
  147. * If style file is not given, use the default style file from root UI element.
  148. *
  149. * This method should only be called in main thread.
  150. */
  151. SDL_JoystickID AddScreenJoystick(XMLFile* layoutFile = 0, XMLFile* styleFile = 0);
  152. /// Remove screen joystick by instance ID.
  153. /** Return true if successful.
  154. *
  155. * This method should only be called in main thread.
  156. */
  157. bool RemoveScreenJoystick(SDL_JoystickID id);
  158. /// Set whether the virtual joystick is visible.
  159. void SetScreenJoystickVisible(SDL_JoystickID id, bool enable);
  160. /// Show or hide on-screen keyboard on platforms that support it. When shown, keypresses from it are delivered as key events.
  161. void SetScreenKeyboardVisible(bool enable);
  162. /// 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.
  163. void SetTouchEmulation(bool enable);
  164. /// 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.
  165. bool RecordGesture();
  166. /// Save all in-memory touch gestures. Return true if successful.
  167. bool SaveGestures(Serializer& dest);
  168. /// Save a specific in-memory touch gesture to a file. Return true if successful.
  169. bool SaveGesture(Serializer& dest, unsigned gestureID);
  170. /// Load touch gestures from a file. Return number of loaded gestures, or 0 on failure.
  171. unsigned LoadGestures(Deserializer& source);
  172. /// Remove an in-memory gesture by ID. Return true if was found.
  173. bool RemoveGesture(unsigned gestureID);
  174. /// Remove all in-memory gestures.
  175. void RemoveAllGestures();
  176. /// Return keycode from key name.
  177. int GetKeyFromName(const String& name) const;
  178. /// Return keycode from scancode.
  179. int GetKeyFromScancode(int scancode) const;
  180. /// Return name of key from keycode.
  181. String GetKeyName(int key) const;
  182. /// Return scancode from keycode.
  183. int GetScancodeFromKey(int key) const;
  184. /// Return scancode from key name.
  185. int GetScancodeFromName(const String& name) const;
  186. /// Return name of key from scancode.
  187. String GetScancodeName(int scancode) const;
  188. /// Check if a key is held down.
  189. bool GetKeyDown(int key) const;
  190. /// Check if a key has been pressed on this frame.
  191. bool GetKeyPress(int key) const;
  192. /// Check if a key is held down by scancode.
  193. bool GetScancodeDown(int scancode) const;
  194. /// Check if a key has been pressed on this frame by scancode.
  195. bool GetScancodePress(int scanode) const;
  196. /// Check if a mouse button is held down.
  197. bool GetMouseButtonDown(int button) const;
  198. /// Check if a mouse button has been pressed on this frame.
  199. bool GetMouseButtonPress(int button) const;
  200. /// Check if a qualifier key is held down.
  201. bool GetQualifierDown(int qualifier) const;
  202. /// Check if a qualifier key has been pressed on this frame.
  203. bool GetQualifierPress(int qualifier) const;
  204. /// Return the currently held down qualifiers.
  205. int GetQualifiers() const;
  206. /// Return mouse position within window. Should only be used with a visible mouse cursor.
  207. IntVector2 GetMousePosition() const;
  208. /// Return mouse movement since last frame.
  209. const IntVector2& GetMouseMove() const { return mouseMove_; }
  210. /// Return horizontal mouse movement since last frame.
  211. int GetMouseMoveX() const { return mouseMove_.x_; }
  212. /// Return vertical mouse movement since last frame.
  213. int GetMouseMoveY() const { return mouseMove_.y_; }
  214. /// Return mouse wheel movement since last frame.
  215. int GetMouseMoveWheel() const { return mouseMoveWheel_; }
  216. /// Return number of active finger touches.
  217. unsigned GetNumTouches() const { return touches_.Size(); }
  218. /// Return active finger touch by index.
  219. TouchState* GetTouch(unsigned index) const;
  220. /// Return number of connected joysticks.
  221. unsigned GetNumJoysticks() const { return joysticks_.Size(); }
  222. /// Return joystick state by ID, or null if does not exist.
  223. JoystickState* GetJoystick(SDL_JoystickID id);
  224. /// Return joystick state by index, or null if does not exist. 0 = first connected joystick.
  225. JoystickState* GetJoystickByIndex(unsigned index);
  226. /// Return whether fullscreen toggle is enabled.
  227. bool GetToggleFullscreen() const { return toggleFullscreen_; }
  228. /// Return whether a virtual joystick is visible.
  229. bool IsScreenJoystickVisible(SDL_JoystickID id) const;
  230. /// Return whether on-screen keyboard is supported.
  231. bool GetScreenKeyboardSupport() const;
  232. /// Return whether on-screen keyboard is being shown.
  233. bool IsScreenKeyboardVisible() const;
  234. /// Return whether touch emulation is enabled.
  235. bool GetTouchEmulation() const { return touchEmulation_; }
  236. /// Return whether the operating system mouse cursor is visible.
  237. bool IsMouseVisible() const { return mouseVisible_; }
  238. /// Return whether the mouse is currently being grabbed by an operation.
  239. bool IsMouseGrabbed() const { return mouseGrabbed_; }
  240. /// Return the mouse mode.
  241. MouseMode GetMouseMode() const { return mouseMode_; }
  242. /// Return whether application window has input focus.
  243. bool HasFocus() { return inputFocus_; }
  244. /// Return whether application window is minimized.
  245. bool IsMinimized() const;
  246. private:
  247. /// Initialize when screen mode initially set.
  248. void Initialize();
  249. /// Open a joystick and return its ID. Return -1 if no joystick.
  250. SDL_JoystickID OpenJoystick(unsigned index);
  251. /// Setup internal joystick structures.
  252. void ResetJoysticks();
  253. /// Prepare input state for application gaining input focus.
  254. void GainFocus();
  255. /// Prepare input state for application losing input focus.
  256. void LoseFocus();
  257. /// Clear input state.
  258. void ResetState();
  259. /// Clear touch states and send touch end events.
  260. void ResetTouches();
  261. /// Get the index of a touch based on the touch ID.
  262. unsigned GetTouchIndexFromID(int touchID);
  263. /// Used internally to return and remove the next available touch index.
  264. unsigned PopTouchIndex();
  265. /// Push a touch index back into the list of available when finished with it.
  266. void PushTouchIndex(int touchID);
  267. /// Send an input focus or window minimization change event.
  268. void SendInputFocusEvent();
  269. /// Handle a mouse button change.
  270. void SetMouseButton(int button, bool newState);
  271. /// Handle a key change.
  272. void SetKey(int key, int scancode, unsigned raw, bool newState);
  273. /// Handle mousewheel change.
  274. void SetMouseWheel(int delta);
  275. /// Internal function to set the mouse cursor position.
  276. void SetMousePosition(const IntVector2& position);
  277. /// Handle screen mode event.
  278. void HandleScreenMode(StringHash eventType, VariantMap& eventData);
  279. /// Handle frame start event.
  280. void HandleBeginFrame(StringHash eventType, VariantMap& eventData);
  281. /// Handle touch events from the controls of screen joystick(s).
  282. void HandleScreenJoystickTouch(StringHash eventType, VariantMap& eventData);
  283. /// Handle SDL event.
  284. void HandleSDLEvent(void* sdlEvent);
  285. /// Graphics subsystem.
  286. WeakPtr<Graphics> graphics_;
  287. /// Key down state.
  288. HashSet<int> keyDown_;
  289. /// Key pressed state.
  290. HashSet<int> keyPress_;
  291. /// Key down state by scancode.
  292. HashSet<int> scancodeDown_;
  293. /// Key pressed state by scancode.
  294. HashSet<int> scancodePress_;
  295. /// Active finger touches.
  296. HashMap<int, TouchState> touches_;
  297. /// List that maps between event touch IDs and normalised touch IDs
  298. List<int> availableTouchIDs_;
  299. /// Mapping of touch indicies
  300. HashMap<int, int> touchIDMap_;
  301. /// String for text input.
  302. String textInput_;
  303. /// Opened joysticks.
  304. HashMap<SDL_JoystickID, JoystickState> joysticks_;
  305. /// Mouse buttons' down state.
  306. unsigned mouseButtonDown_;
  307. /// Mouse buttons' pressed state.
  308. unsigned mouseButtonPress_;
  309. /// Last mouse position for calculating movement.
  310. IntVector2 lastMousePosition_;
  311. /// Last mouse position before being set to not visible.
  312. IntVector2 lastVisibleMousePosition_;
  313. /// Mouse movement since last frame.
  314. IntVector2 mouseMove_;
  315. /// Mouse wheel movement since last frame.
  316. int mouseMoveWheel_;
  317. /// SDL window ID.
  318. unsigned windowID_;
  319. /// Fullscreen toggle flag.
  320. bool toggleFullscreen_;
  321. /// Operating system mouse cursor visible flag.
  322. bool mouseVisible_;
  323. /// The last operating system mouse cursor visible flag set by end use call to SetMouseVisible.
  324. bool lastMouseVisible_;
  325. /// 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.
  326. bool mouseGrabbed_;
  327. /// Determines the mode of mouse behaviour.
  328. MouseMode mouseMode_;
  329. /// Touch emulation mode flag.
  330. bool touchEmulation_;
  331. /// Input focus flag.
  332. bool inputFocus_;
  333. /// Minimized flag.
  334. bool minimized_;
  335. /// Gained focus on this frame flag.
  336. bool focusedThisFrame_;
  337. /// Next mouse move suppress flag.
  338. bool suppressNextMouseMove_;
  339. /// Initialized flag.
  340. bool initialized_;
  341. };
  342. }