godot/core/os/input.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

125 lines
6.6 KiB
C++

/*************************************************************************/
/* input.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "input.h"
#include "input_map.h"
#include "os/os.h"
#include "globals.h"
Input *Input::singleton=NULL;
Input *Input::get_singleton() {
return singleton;
}
void Input::set_mouse_mode(MouseMode p_mode) {
ERR_FAIL_INDEX(p_mode,3);
OS::get_singleton()->set_mouse_mode((OS::MouseMode)p_mode);
}
Input::MouseMode Input::get_mouse_mode() const {
return (MouseMode)OS::get_singleton()->get_mouse_mode();
}
void Input::_bind_methods() {
ObjectTypeDB::bind_method(_MD("is_key_pressed","scancode"),&Input::is_key_pressed);
ObjectTypeDB::bind_method(_MD("is_mouse_button_pressed","button"),&Input::is_mouse_button_pressed);
ObjectTypeDB::bind_method(_MD("is_joy_button_pressed","device","button"),&Input::is_joy_button_pressed);
ObjectTypeDB::bind_method(_MD("is_action_pressed","action"),&Input::is_action_pressed);
ObjectTypeDB::bind_method(_MD("is_action_just_pressed","action"),&Input::is_action_just_pressed);
ObjectTypeDB::bind_method(_MD("is_action_just_released","action"),&Input::is_action_just_released);
ObjectTypeDB::bind_method(_MD("add_joy_mapping","mapping", "update_existing"),&Input::add_joy_mapping, DEFVAL(false));
ObjectTypeDB::bind_method(_MD("remove_joy_mapping","guid"),&Input::remove_joy_mapping);
ObjectTypeDB::bind_method(_MD("is_joy_known","device"),&Input::is_joy_known);
ObjectTypeDB::bind_method(_MD("get_joy_axis","device","axis"),&Input::get_joy_axis);
ObjectTypeDB::bind_method(_MD("get_joy_name","device"),&Input::get_joy_name);
ObjectTypeDB::bind_method(_MD("get_joy_guid","device"),&Input::get_joy_guid);
ObjectTypeDB::bind_method(_MD("get_connected_joysticks"),&Input::get_connected_joysticks);
ObjectTypeDB::bind_method(_MD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
ObjectTypeDB::bind_method(_MD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
ObjectTypeDB::bind_method(_MD("get_joy_button_string", "button_index"), &Input::get_joy_button_string);
ObjectTypeDB::bind_method(_MD("get_joy_button_index_from_string", "button"), &Input::get_joy_button_index_from_string);
ObjectTypeDB::bind_method(_MD("get_joy_axis_string", "axis_index"), &Input::get_joy_axis_string);
ObjectTypeDB::bind_method(_MD("get_joy_axis_index_from_string", "axis"), &Input::get_joy_axis_index_from_string);
ObjectTypeDB::bind_method(_MD("start_joy_vibration", "device", "weak_magnitude", "strong_magnitude", "duration"), &Input::start_joy_vibration, DEFVAL(0));
ObjectTypeDB::bind_method(_MD("stop_joy_vibration", "device"), &Input::stop_joy_vibration);
ObjectTypeDB::bind_method(_MD("get_accelerometer"),&Input::get_accelerometer);
ObjectTypeDB::bind_method(_MD("get_magnetometer"),&Input::get_magnetometer);
ObjectTypeDB::bind_method(_MD("get_gyroscope"),&Input::get_gyroscope);
//ObjectTypeDB::bind_method(_MD("get_mouse_pos"),&Input::get_mouse_pos); - this is not the function you want
ObjectTypeDB::bind_method(_MD("get_mouse_speed"),&Input::get_mouse_speed);
ObjectTypeDB::bind_method(_MD("get_mouse_button_mask"),&Input::get_mouse_button_mask);
ObjectTypeDB::bind_method(_MD("set_mouse_mode","mode"),&Input::set_mouse_mode);
ObjectTypeDB::bind_method(_MD("get_mouse_mode"),&Input::get_mouse_mode);
ObjectTypeDB::bind_method(_MD("warp_mouse_pos","to"),&Input::warp_mouse_pos);
ObjectTypeDB::bind_method(_MD("action_press","action"),&Input::action_press);
ObjectTypeDB::bind_method(_MD("action_release","action"),&Input::action_release);
ObjectTypeDB::bind_method(_MD("set_custom_mouse_cursor","image:Texture","hotspot"),&Input::set_custom_mouse_cursor,DEFVAL(Vector2()));
BIND_CONSTANT( MOUSE_MODE_VISIBLE );
BIND_CONSTANT( MOUSE_MODE_HIDDEN );
BIND_CONSTANT( MOUSE_MODE_CAPTURED );
ADD_SIGNAL( MethodInfo("joy_connection_changed", PropertyInfo(Variant::INT, "index"), PropertyInfo(Variant::BOOL, "connected")) );
}
void Input::get_argument_options(const StringName& p_function,int p_idx,List<String>*r_options) const {
#ifdef TOOLS_ENABLED
String pf=p_function;
if (p_idx==0 && (pf=="is_action_pressed" || pf=="action_press" || pf=="action_release" || pf=="is_action_just_pressed" || pf=="is_action_just_released")) {
List<PropertyInfo> pinfo;
Globals::get_singleton()->get_property_list(&pinfo);
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());
r_options->push_back("\""+name+"\"");
}
}
#endif
}
Input::Input() {
singleton=this;
}
//////////////////////////////////////////////////////////