/*************************************************************************/ /* input.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 INPUT_H #define INPUT_H #include "object.h" #include "os/thread_safe.h" #include "os/main_loop.h" class Input : public Object { OBJ_TYPE( Input, Object ); static Input *singleton; protected: static void _bind_methods(); public: enum MouseMode { MOUSE_MODE_VISIBLE, MOUSE_MODE_HIDDEN, MOUSE_MODE_CAPTURED }; void set_mouse_mode(MouseMode p_mode); MouseMode get_mouse_mode() const; static Input *get_singleton(); virtual bool is_key_pressed(int p_scancode)=0; virtual bool is_mouse_button_pressed(int p_button)=0; virtual bool is_joy_button_pressed(int p_device, int p_button)=0; virtual bool is_action_pressed(const StringName& p_action)=0; virtual float get_joy_axis(int p_device,int p_axis)=0; virtual Point2 get_mouse_pos() const=0; virtual Point2 get_mouse_speed() const=0; virtual int get_mouse_button_mask() const=0; virtual Vector3 get_accelerometer()=0; virtual void action_press(const StringName& p_action)=0; virtual void action_release(const StringName& p_action)=0; Input(); }; VARIANT_ENUM_CAST(Input::MouseMode); class InputDefault : public Input { OBJ_TYPE( InputDefault, Input ); _THREAD_SAFE_CLASS_ int mouse_button_mask; Set keys_pressed; Set joy_buttons_pressed; Map joy_axis; Map custom_action_press; Vector3 accelerometer; Vector2 mouse_pos; MainLoop *main_loop; struct SpeedTrack { uint64_t last_tick; Vector2 speed; Vector2 accum; float accum_t; float min_ref_frame; float max_ref_frame; void update(const Vector2& p_delta_p); void reset(); SpeedTrack(); }; SpeedTrack mouse_speed_track; public: virtual bool is_key_pressed(int p_scancode); virtual bool is_mouse_button_pressed(int p_button); virtual bool is_joy_button_pressed(int p_device, int p_button); virtual bool is_action_pressed(const StringName& p_action); virtual float get_joy_axis(int p_device,int p_axis); virtual Vector3 get_accelerometer(); virtual Point2 get_mouse_pos() const; virtual Point2 get_mouse_speed() const; virtual int get_mouse_button_mask() const; void parse_input_event(const InputEvent& p_event); void set_accelerometer(const Vector3& p_accel); void set_joy_axis(int p_device,int p_axis,float p_value); void set_main_loop(MainLoop *main_loop); void set_mouse_pos(const Point2& p_posf); void action_press(const StringName& p_action); void action_release(const StringName& p_action); void iteration(float p_step); InputDefault(); }; #endif // INPUT_H