godot/core/input_map.cpp

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/*************************************************************************/
/* input_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "input_map.h"
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#include "globals.h"
#include "os/keyboard.h"
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InputMap *InputMap::singleton=NULL;
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void InputMap::_bind_methods() {
ClassDB::bind_method(_MD("has_action","action"),&InputMap::has_action);
ClassDB::bind_method(_MD("get_action_id","action"),&InputMap::get_action_id);
ClassDB::bind_method(_MD("get_action_from_id","id"),&InputMap::get_action_from_id);
ClassDB::bind_method(_MD("get_actions"),&InputMap::_get_actions);
ClassDB::bind_method(_MD("add_action","action"),&InputMap::add_action);
ClassDB::bind_method(_MD("erase_action","action"),&InputMap::erase_action);
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ClassDB::bind_method(_MD("action_add_event","action","event"),&InputMap::action_add_event);
ClassDB::bind_method(_MD("action_has_event","action","event"),&InputMap::action_has_event);
ClassDB::bind_method(_MD("action_erase_event","action","event"),&InputMap::action_erase_event);
ClassDB::bind_method(_MD("get_action_list","action"),&InputMap::_get_action_list);
ClassDB::bind_method(_MD("event_is_action","event","action"),&InputMap::event_is_action);
ClassDB::bind_method(_MD("load_from_globals"),&InputMap::load_from_globals);
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}
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void InputMap::add_action(const StringName& p_action) {
ERR_FAIL_COND( input_map.has(p_action) );
input_map[p_action]=Action();
static int last_id=1;
input_map[p_action].id=last_id;
input_id_map[last_id]=p_action;
last_id++;
}
void InputMap::erase_action(const StringName& p_action) {
ERR_FAIL_COND( !input_map.has(p_action) );
input_id_map.erase(input_map[p_action].id);
input_map.erase(p_action);
}
StringName InputMap::get_action_from_id(int p_id) const {
ERR_FAIL_COND_V(!input_id_map.has(p_id),StringName());
return input_id_map[p_id];
}
Array InputMap::_get_actions() {
Array ret;
List<StringName> actions = get_actions();
if(actions.empty())
return ret;
for(const List<StringName>::Element *E=actions.front();E;E=E->next()) {
ret.push_back(E->get());
}
return ret;
}
List<StringName> InputMap::get_actions() const {
List<StringName> actions = List<StringName>();
if(input_map.empty()){
return actions;
}
for (Map<StringName, Action>::Element *E=input_map.front();E;E=E->next()) {
actions.push_back(E->key());
}
return actions;
}
List<InputEvent>::Element *InputMap::_find_event(List<InputEvent> &p_list,const InputEvent& p_event, bool p_mod_ignore=false) const {
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for (List<InputEvent>::Element *E=p_list.front();E;E=E->next()) {
const InputEvent& e=E->get();
if(e.type!=p_event.type)
continue;
if (e.type!=InputEvent::KEY && e.device!=p_event.device)
continue;
bool same=false;
switch(p_event.type) {
case InputEvent::KEY: {
same=(e.key.scancode==p_event.key.scancode && (p_mod_ignore || e.key.mod == p_event.key.mod));
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} break;
case InputEvent::JOYPAD_BUTTON: {
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same=(e.joy_button.button_index==p_event.joy_button.button_index);
} break;
case InputEvent::MOUSE_BUTTON: {
same=(e.mouse_button.button_index==p_event.mouse_button.button_index);
} break;
case InputEvent::JOYPAD_MOTION: {
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same=(e.joy_motion.axis==p_event.joy_motion.axis && (e.joy_motion.axis_value < 0) == (p_event.joy_motion.axis_value < 0));
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} break;
}
if (same)
return E;
}
return NULL;
}
bool InputMap::has_action(const StringName& p_action) const {
return input_map.has(p_action);
}
void InputMap::action_add_event(const StringName& p_action,const InputEvent& p_event) {
ERR_FAIL_COND(p_event.type==InputEvent::ACTION);
ERR_FAIL_COND( !input_map.has(p_action) );
if (_find_event(input_map[p_action].inputs,p_event))
return; //already gots
input_map[p_action].inputs.push_back(p_event);
}
int InputMap::get_action_id(const StringName& p_action) const {
ERR_FAIL_COND_V(!input_map.has(p_action),-1);
return input_map[p_action].id;
}
bool InputMap::action_has_event(const StringName& p_action,const InputEvent& p_event) {
ERR_FAIL_COND_V( !input_map.has(p_action), false );
return (_find_event(input_map[p_action].inputs,p_event)!=NULL);
}
void InputMap::action_erase_event(const StringName& p_action,const InputEvent& p_event) {
ERR_FAIL_COND( !input_map.has(p_action) );
List<InputEvent>::Element *E=_find_event(input_map[p_action].inputs,p_event);
if (E)
input_map[p_action].inputs.erase(E);
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}
Array InputMap::_get_action_list(const StringName& p_action) {
Array ret;
const List<InputEvent> *al = get_action_list(p_action);
if (al) {
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for(const List<InputEvent>::Element *E=al->front();E;E=E->next()) {
ret.push_back(E->get());;
}
}
return ret;
}
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const List<InputEvent> *InputMap::get_action_list(const StringName& p_action) {
const Map<StringName, Action>::Element *E=input_map.find(p_action);
if (!E)
return NULL;
return &E->get().inputs;
}
bool InputMap::event_is_action(const InputEvent& p_event, const StringName& p_action) const {
Map<StringName,Action >::Element *E=input_map.find(p_action);
if(!E) {
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ERR_EXPLAIN("Request for nonexistent InputMap action: "+String(p_action));
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ERR_FAIL_COND_V(!E,false);
}
if (p_event.type==InputEvent::ACTION) {
return p_event.action.action==E->get().id;
}
return _find_event(E->get().inputs,p_event,!p_event.is_pressed())!=NULL;
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}
const Map<StringName, InputMap::Action>& InputMap::get_action_map() const {
return input_map;
}
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void InputMap::load_from_globals() {
input_map.clear();;
List<PropertyInfo> pinfo;
GlobalConfig::get_singleton()->get_property_list(&pinfo);
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for(List<PropertyInfo>::Element *E=pinfo.front();E;E=E->next()) {
const PropertyInfo &pi=E->get();
if (!pi.name.begins_with("input/"))
continue;
String name = pi.name.substr(pi.name.find("/")+1,pi.name.length());
add_action(name);
Array va = GlobalConfig::get_singleton()->get(pi.name);;
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for(int i=0;i<va.size();i++) {
InputEvent ie=va[i];
if (ie.type==InputEvent::NONE)
continue;
action_add_event(name,ie);
}
}
}
void InputMap::load_default() {
InputEvent key;
key.type=InputEvent::KEY;
add_action("ui_accept");
key.key.scancode=KEY_RETURN;
action_add_event("ui_accept",key);
key.key.scancode=KEY_ENTER;
action_add_event("ui_accept",key);
key.key.scancode=KEY_SPACE;
action_add_event("ui_accept",key);
add_action("ui_select");
key.key.scancode=KEY_SPACE;
action_add_event("ui_select",key);
add_action("ui_cancel");
key.key.scancode=KEY_ESCAPE;
action_add_event("ui_cancel",key);
add_action("ui_focus_next");
key.key.scancode=KEY_TAB;
action_add_event("ui_focus_next",key);
add_action("ui_focus_prev");
key.key.scancode=KEY_TAB;
key.key.mod.shift=true;
action_add_event("ui_focus_prev",key);
key.key.mod.shift=false;
add_action("ui_left");
key.key.scancode=KEY_LEFT;
action_add_event("ui_left",key);
add_action("ui_right");
key.key.scancode=KEY_RIGHT;
action_add_event("ui_right",key);
add_action("ui_up");
key.key.scancode=KEY_UP;
action_add_event("ui_up",key);
add_action("ui_down");
key.key.scancode=KEY_DOWN;
action_add_event("ui_down",key);
add_action("ui_page_up");
key.key.scancode=KEY_PAGEUP;
action_add_event("ui_page_up",key);
add_action("ui_page_down");
key.key.scancode=KEY_PAGEDOWN;
action_add_event("ui_page_down",key);
//set("display/handheld/orientation", "landscape");
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}
InputMap::InputMap() {
ERR_FAIL_COND(singleton);
singleton=this;
}