Input.h 19 KB

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  1. //
  2. // Copyright (c) 2008-2020 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. /// \file
  23. #pragma once
  24. #include "../Container/FlagSet.h"
  25. #include "../Container/HashSet.h"
  26. #include "../Core/Mutex.h"
  27. #include "../Core/Object.h"
  28. #include "../Container/List.h"
  29. #include "../Input/InputEvents.h"
  30. #include "../UI/Cursor.h"
  31. namespace Urho3D
  32. {
  33. /// %Input Mouse Modes.
  34. enum MouseMode
  35. {
  36. MM_ABSOLUTE = 0,
  37. MM_RELATIVE,
  38. MM_WRAP,
  39. MM_FREE,
  40. MM_INVALID
  41. };
  42. class Deserializer;
  43. class Graphics;
  44. class Serializer;
  45. class UIElement;
  46. class XMLFile;
  47. const IntVector2 MOUSE_POSITION_OFFSCREEN = IntVector2(M_MIN_INT, M_MIN_INT);
  48. /// %Input state for a finger touch.
  49. struct TouchState
  50. {
  51. /// Return last touched UI element, used by scripting integration.
  52. UIElement* GetTouchedElement();
  53. /// Touch (finger) ID.
  54. int touchID_;
  55. /// Position in screen coordinates.
  56. IntVector2 position_;
  57. /// Last position in screen coordinates.
  58. IntVector2 lastPosition_;
  59. /// Movement since last frame.
  60. IntVector2 delta_;
  61. /// Finger pressure.
  62. float pressure_;
  63. /// Last touched UI element from screen joystick.
  64. WeakPtr<UIElement> touchedElement_;
  65. };
  66. /// %Input state for a joystick.
  67. struct JoystickState
  68. {
  69. /// Initialize the number of buttons, axes and hats and set them to neutral state.
  70. void Initialize(unsigned numButtons, unsigned numAxes, unsigned numHats);
  71. /// Reset button, axis and hat states to neutral.
  72. void Reset();
  73. /// Return whether is a game controller. Game controllers will use standardized axis and button mappings.
  74. bool IsController() const { return controller_ != nullptr; }
  75. /// Return number of buttons.
  76. unsigned GetNumButtons() const { return buttons_.Size(); }
  77. /// Return number of axes.
  78. unsigned GetNumAxes() const { return axes_.Size(); }
  79. /// Return number of hats.
  80. unsigned GetNumHats() const { return hats_.Size(); }
  81. /// Check if a button is held down.
  82. bool GetButtonDown(unsigned index) const { return index < buttons_.Size() ? buttons_[index] : false; }
  83. /// Check if a button has been pressed on this frame.
  84. bool GetButtonPress(unsigned index) const { return index < buttonPress_.Size() ? buttonPress_[index] : false; }
  85. /// Return axis position.
  86. float GetAxisPosition(unsigned index) const { return index < axes_.Size() ? axes_[index] : 0.0f; }
  87. /// Return hat position.
  88. int GetHatPosition(unsigned index) const { return index < hats_.Size() ? hats_[index] : int(HAT_CENTER); }
  89. /// SDL joystick.
  90. SDL_Joystick* joystick_{};
  91. /// SDL joystick instance ID.
  92. SDL_JoystickID joystickID_{};
  93. /// SDL game controller.
  94. SDL_GameController* controller_{};
  95. /// UI element containing the screen joystick.
  96. UIElement* screenJoystick_{};
  97. /// Joystick name.
  98. String name_;
  99. /// Button up/down state.
  100. PODVector<bool> buttons_;
  101. /// Button pressed on this frame.
  102. PODVector<bool> buttonPress_;
  103. /// Axis position from -1 to 1.
  104. PODVector<float> axes_;
  105. /// POV hat bits.
  106. PODVector<int> hats_;
  107. };
  108. #ifdef __EMSCRIPTEN__
  109. class EmscriptenInput;
  110. #endif
  111. /// %Input subsystem. Converts operating system window messages to input state and events.
  112. class URHO3D_API Input : public Object
  113. {
  114. URHO3D_OBJECT(Input, Object);
  115. #ifdef __EMSCRIPTEN__
  116. friend class EmscriptenInput;
  117. #endif
  118. public:
  119. /// Construct.
  120. explicit Input(Context* context);
  121. /// Destruct.
  122. ~Input() override;
  123. /// Poll for window messages. Called by HandleBeginFrame().
  124. void Update();
  125. /// Set whether ALT-ENTER fullscreen toggle is enabled.
  126. void SetToggleFullscreen(bool enable);
  127. /// 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().
  128. void SetMouseVisible(bool enable, bool suppressEvent = false);
  129. /// Reset last mouse visibility that was not suppressed in SetMouseVisible.
  130. void ResetMouseVisible();
  131. /// Set whether the mouse is currently being grabbed by an operation.
  132. void SetMouseGrabbed(bool grab, bool suppressEvent = false);
  133. /// Reset the mouse grabbed to the last unsuppressed SetMouseGrabbed call.
  134. void ResetMouseGrabbed();
  135. /// Set the mouse mode.
  136. /** Set the mouse mode behaviour.
  137. * MM_ABSOLUTE is the default behaviour, allowing the toggling of operating system cursor visibility and allowing the cursor to escape the window when visible.
  138. * When the operating system cursor is invisible in absolute mouse mode, the mouse is confined to the window.
  139. * 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).
  140. * SetMouseMode(MM_ABSOLUTE) will call SetMouseGrabbed(false).
  141. *
  142. * MM_RELATIVE sets the operating system cursor to invisible and confines the cursor to the window.
  143. * 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.
  144. * When the virtual cursor is also invisible, UI interaction will still function as normal (eg: drag events will trigger).
  145. * SetMouseMode(MM_RELATIVE) will call SetMouseGrabbed(true).
  146. *
  147. * 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.
  148. * SetMouseMode(MM_WRAP) will call SetMouseGrabbed(true).
  149. *
  150. * 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
  151. * outside the window, and perform custom rendering (with SetMouseVisible(false)) inside.
  152. */
  153. void SetMouseMode(MouseMode mode, bool suppressEvent = false);
  154. /// Reset the last mouse mode that wasn't suppressed in SetMouseMode.
  155. void ResetMouseMode();
  156. /// Add screen joystick.
  157. /** Return the joystick instance ID when successful or negative on error.
  158. * If layout file is not given, use the default screen joystick layout.
  159. * If style file is not given, use the default style file from root UI element.
  160. *
  161. * This method should only be called in main thread.
  162. */
  163. SDL_JoystickID AddScreenJoystick(XMLFile* layoutFile = nullptr, XMLFile* styleFile = nullptr);
  164. /// Remove screen joystick by instance ID.
  165. /** Return true if successful.
  166. *
  167. * This method should only be called in main thread.
  168. */
  169. bool RemoveScreenJoystick(SDL_JoystickID id);
  170. /// Set whether the virtual joystick is visible.
  171. void SetScreenJoystickVisible(SDL_JoystickID id, bool enable);
  172. /// Show or hide on-screen keyboard on platforms that support it. When shown, keypresses from it are delivered as key events.
  173. void SetScreenKeyboardVisible(bool enable);
  174. /// 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.
  175. void SetTouchEmulation(bool enable);
  176. /// 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.
  177. bool RecordGesture();
  178. /// Save all in-memory touch gestures. Return true if successful.
  179. bool SaveGestures(Serializer& dest);
  180. /// Save a specific in-memory touch gesture to a file. Return true if successful.
  181. bool SaveGesture(Serializer& dest, unsigned gestureID);
  182. /// Load touch gestures from a file. Return number of loaded gestures, or 0 on failure.
  183. unsigned LoadGestures(Deserializer& source);
  184. /// Remove an in-memory gesture by ID. Return true if was found.
  185. bool RemoveGesture(unsigned gestureID);
  186. /// Remove all in-memory gestures.
  187. void RemoveAllGestures();
  188. /// Set the mouse cursor position. Uses the backbuffer (Graphics width/height) coordinates.
  189. void SetMousePosition(const IntVector2& position);
  190. /// Center the mouse position.
  191. void CenterMousePosition();
  192. /// Return keycode from key name.
  193. Key GetKeyFromName(const String& name) const;
  194. /// Return keycode from scancode.
  195. Key GetKeyFromScancode(Scancode scancode) const;
  196. /// Return name of key from keycode.
  197. String GetKeyName(Key key) const;
  198. /// Return scancode from keycode.
  199. Scancode GetScancodeFromKey(Key key) const;
  200. /// Return scancode from key name.
  201. Scancode GetScancodeFromName(const String& name) const;
  202. /// Return name of key from scancode.
  203. String GetScancodeName(Scancode scancode) const;
  204. /// Check if a key is held down.
  205. bool GetKeyDown(Key key) const;
  206. /// Check if a key has been pressed on this frame.
  207. bool GetKeyPress(Key key) const;
  208. /// Check if a key is held down by scancode.
  209. bool GetScancodeDown(Scancode scancode) const;
  210. /// Check if a key has been pressed on this frame by scancode.
  211. bool GetScancodePress(Scancode scancode) const;
  212. /// Check if a mouse button is held down.
  213. bool GetMouseButtonDown(MouseButtonFlags button) const;
  214. /// Check if a mouse button has been pressed on this frame.
  215. bool GetMouseButtonPress(MouseButtonFlags button) const;
  216. /// Check if a qualifier key is held down.
  217. bool GetQualifierDown(Qualifier qualifier) const;
  218. /// Check if a qualifier key has been pressed on this frame.
  219. bool GetQualifierPress(Qualifier qualifier) const;
  220. /// Return the currently held down qualifiers.
  221. QualifierFlags GetQualifiers() const;
  222. /// Return mouse position within window. Should only be used with a visible mouse cursor. Uses the backbuffer (Graphics width/height) coordinates.
  223. IntVector2 GetMousePosition() const;
  224. /// Return mouse movement since last frame.
  225. IntVector2 GetMouseMove() const;
  226. /// Return horizontal mouse movement since last frame.
  227. int GetMouseMoveX() const;
  228. /// Return vertical mouse movement since last frame.
  229. int GetMouseMoveY() const;
  230. /// Return mouse wheel movement since last frame.
  231. int GetMouseMoveWheel() const { return mouseMoveWheel_; }
  232. /// Return input coordinate scaling. Should return non-unity on High DPI display.
  233. Vector2 GetInputScale() const { return inputScale_; }
  234. /// Return number of active finger touches.
  235. unsigned GetNumTouches() const { return touches_.Size(); }
  236. /// Return active finger touch by index.
  237. TouchState* GetTouch(unsigned index) const;
  238. /// Return number of connected joysticks.
  239. unsigned GetNumJoysticks() const { return joysticks_.Size(); }
  240. /// Return joystick state by ID, or null if does not exist.
  241. JoystickState* GetJoystick(SDL_JoystickID id);
  242. /// Return joystick state by index, or null if does not exist. 0 = first connected joystick.
  243. JoystickState* GetJoystickByIndex(unsigned index);
  244. /// Return joystick state by name, or null if does not exist.
  245. JoystickState* GetJoystickByName(const String& name);
  246. /// Return whether fullscreen toggle is enabled.
  247. bool GetToggleFullscreen() const { return toggleFullscreen_; }
  248. /// Return whether a virtual joystick is visible.
  249. bool IsScreenJoystickVisible(SDL_JoystickID id) const;
  250. /// Return whether on-screen keyboard is supported.
  251. bool GetScreenKeyboardSupport() const;
  252. /// Return whether on-screen keyboard is being shown.
  253. bool IsScreenKeyboardVisible() const;
  254. /// Return whether touch emulation is enabled.
  255. bool GetTouchEmulation() const { return touchEmulation_; }
  256. /// Return whether the operating system mouse cursor is visible.
  257. bool IsMouseVisible() const { return mouseVisible_; }
  258. /// Return whether the mouse is currently being grabbed by an operation.
  259. bool IsMouseGrabbed() const { return mouseGrabbed_; }
  260. /// Return whether the mouse is locked to the window.
  261. bool IsMouseLocked() const;
  262. /// Return the mouse mode.
  263. MouseMode GetMouseMode() const { return mouseMode_; }
  264. /// Return whether application window has input focus.
  265. bool HasFocus() { return inputFocus_; }
  266. /// Return whether application window is minimized.
  267. bool IsMinimized() const;
  268. private:
  269. /// Initialize when screen mode initially set.
  270. void Initialize();
  271. /// Open a joystick and return its ID. Return -1 if no joystick.
  272. SDL_JoystickID OpenJoystick(unsigned index);
  273. /// Setup internal joystick structures.
  274. void ResetJoysticks();
  275. /// Prepare input state for application gaining input focus.
  276. void GainFocus();
  277. /// Prepare input state for application losing input focus.
  278. void LoseFocus();
  279. /// Clear input state.
  280. void ResetState();
  281. /// Clear touch states and send touch end events.
  282. void ResetTouches();
  283. /// Reset input accumulation.
  284. void ResetInputAccumulation();
  285. /// Get the index of a touch based on the touch ID.
  286. unsigned GetTouchIndexFromID(int touchID);
  287. /// Used internally to return and remove the next available touch index.
  288. unsigned PopTouchIndex();
  289. /// Push a touch index back into the list of available when finished with it.
  290. void PushTouchIndex(int touchID);
  291. /// Send an input focus or window minimization change event.
  292. void SendInputFocusEvent();
  293. /// Handle a mouse button change.
  294. void SetMouseButton(MouseButton button, bool newState, int clicks);
  295. /// Handle a key change.
  296. void SetKey(Key key, Scancode scancode, bool newState);
  297. /// Handle mouse wheel change.
  298. void SetMouseWheel(int delta);
  299. /// Suppress next mouse movement.
  300. void SuppressNextMouseMove();
  301. /// Unsuppress mouse movement.
  302. void UnsuppressMouseMove();
  303. /// Handle screen mode event.
  304. void HandleScreenMode(StringHash eventType, VariantMap& eventData);
  305. /// Handle frame start event.
  306. void HandleBeginFrame(StringHash eventType, VariantMap& eventData);
  307. /// Handle touch events from the controls of screen joystick(s).
  308. void HandleScreenJoystickTouch(StringHash eventType, VariantMap& eventData);
  309. /// Handle SDL event.
  310. void HandleSDLEvent(void* sdlEvent);
  311. #ifndef __EMSCRIPTEN__
  312. /// Set SDL mouse mode relative.
  313. void SetMouseModeRelative(SDL_bool enable);
  314. /// Set SDL mouse mode absolute.
  315. void SetMouseModeAbsolute(SDL_bool enable);
  316. #else
  317. /// Set whether the operating system mouse cursor is visible (Emscripten platform only).
  318. void SetMouseVisibleEmscripten(bool enable, bool suppressEvent = false);
  319. /// Set mouse mode final resolution (Emscripten platform only).
  320. void SetMouseModeEmscriptenFinal(MouseMode mode, bool suppressEvent = false);
  321. /// SetMouseMode (Emscripten platform only).
  322. void SetMouseModeEmscripten(MouseMode mode, bool suppressEvent);
  323. /// Handle frame end event.
  324. void HandleEndFrame(StringHash eventType, VariantMap& eventData);
  325. #endif
  326. /// Graphics subsystem.
  327. WeakPtr<Graphics> graphics_;
  328. /// Key down state.
  329. HashSet<int> keyDown_;
  330. /// Key pressed state.
  331. HashSet<int> keyPress_;
  332. /// Key down state by scancode.
  333. HashSet<int> scancodeDown_;
  334. /// Key pressed state by scancode.
  335. HashSet<int> scancodePress_;
  336. /// Active finger touches.
  337. HashMap<int, TouchState> touches_;
  338. /// List that maps between event touch IDs and normalised touch IDs.
  339. List<int> availableTouchIDs_;
  340. /// Mapping of touch indices.
  341. HashMap<int, int> touchIDMap_;
  342. /// String for text input.
  343. String textInput_;
  344. /// Opened joysticks.
  345. HashMap<SDL_JoystickID, JoystickState> joysticks_;
  346. /// Mouse buttons' down state.
  347. MouseButtonFlags mouseButtonDown_;
  348. /// Mouse buttons' pressed state.
  349. MouseButtonFlags mouseButtonPress_;
  350. /// Last mouse position for calculating movement.
  351. IntVector2 lastMousePosition_;
  352. /// Last mouse position before being set to not visible.
  353. IntVector2 lastVisibleMousePosition_;
  354. /// Mouse movement since last frame.
  355. IntVector2 mouseMove_;
  356. /// Mouse wheel movement since last frame.
  357. int mouseMoveWheel_;
  358. /// Input coordinate scaling. Non-unity when window and backbuffer have different sizes (e.g. Retina display).
  359. Vector2 inputScale_;
  360. /// SDL window ID.
  361. unsigned windowID_;
  362. /// Fullscreen toggle flag.
  363. bool toggleFullscreen_;
  364. /// Operating system mouse cursor visible flag.
  365. bool mouseVisible_;
  366. /// The last operating system mouse cursor visible flag set by end use call to SetMouseVisible.
  367. bool lastMouseVisible_;
  368. /// 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.
  369. bool mouseGrabbed_;
  370. /// The last mouse grabbed set by SetMouseGrabbed.
  371. bool lastMouseGrabbed_;
  372. /// Determines the mode of mouse behaviour.
  373. MouseMode mouseMode_;
  374. /// The last mouse mode set by SetMouseMode.
  375. MouseMode lastMouseMode_;
  376. #ifndef __EMSCRIPTEN__
  377. /// Flag to determine whether SDL mouse relative was used.
  378. bool sdlMouseRelative_;
  379. #endif
  380. /// Touch emulation mode flag.
  381. bool touchEmulation_;
  382. /// Input focus flag.
  383. bool inputFocus_;
  384. /// Minimized flag.
  385. bool minimized_;
  386. /// Gained focus on this frame flag.
  387. bool focusedThisFrame_;
  388. /// Next mouse move suppress flag.
  389. bool suppressNextMouseMove_;
  390. /// Whether mouse move is accumulated in backbuffer scale or not (when using events directly).
  391. bool mouseMoveScaled_;
  392. /// Initialized flag.
  393. bool initialized_;
  394. #ifdef __EMSCRIPTEN__
  395. /// Emscripten Input glue instance.
  396. UniquePtr<EmscriptenInput> emscriptenInput_;
  397. /// Flag used to detect mouse jump when exiting pointer-lock.
  398. bool emscriptenExitingPointerLock_;
  399. /// Flag used to detect mouse jump on initial mouse click when entering pointer-lock.
  400. bool emscriptenEnteredPointerLock_;
  401. /// Flag indicating current pointer-lock status.
  402. bool emscriptenPointerLock_;
  403. #endif
  404. };
  405. }