/*************************************************************************/ /* android_input_handler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef ANDROID_INPUT_HANDLER_H #define ANDROID_INPUT_HANDLER_H #include "core/input/input.h" // This class encapsulates all the handling of input events that come from the Android UI thread. // Remarks: // - It's not thread-safe by itself, so its functions must only be called on a single thread, which is the Android UI thread. // - Its functions must only call thread-safe methods. class AndroidInputHandler { public: struct TouchPos { int id = 0; Point2 pos; }; enum { JOY_EVENT_BUTTON = 0, JOY_EVENT_AXIS = 1, JOY_EVENT_HAT = 2 }; struct JoypadEvent { int device = 0; int type = 0; int index = 0; bool pressed = false; float value = 0; int hat = 0; }; private: bool alt_mem = false; bool shift_mem = false; bool control_mem = false; bool meta_mem = false; MouseButton buttons_state = MOUSE_BUTTON_NONE; Vector touch; Point2 hover_prev_pos; // needed to calculate the relative position on hover events Point2 scroll_prev_pos; // needed to calculate the relative position on scroll events void _set_key_modifier_state(Ref ev); static MouseButton _button_index_from_mask(MouseButton button_mask); static MouseButton _android_button_mask_to_godot_button_mask(int android_button_mask); void _wheel_button_click(MouseButton event_buttons_mask, const Ref &ev, MouseButton wheel_button, float factor); public: void process_touch(int p_event, int p_pointer, const Vector &p_points); void process_hover(int p_type, Point2 p_pos); void process_mouse_event(int input_device, int event_action, int event_android_buttons_mask, Point2 event_pos, float event_vertical_factor = 0, float event_horizontal_factor = 0); void process_double_tap(int event_android_button_mask, Point2 p_pos); void process_scroll(Point2 p_pos); void process_joy_event(JoypadEvent p_event); void process_key_event(int p_keycode, int p_scancode, int p_unicode_char, bool p_pressed); }; #endif