godot/core/os/input.h
Aaron Franke 69fb14256b
[3.x] Allow getting Input axis/vector values from multiple actions
For get_vector, use raw values and handle deadzones appropriately
2021-07-23 19:17:55 -04:00

150 lines
6.4 KiB
C++

/*************************************************************************/
/* input.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 INPUT_H
#define INPUT_H
#include "core/object.h"
#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
class Input : public Object {
GDCLASS(Input, Object);
static Input *singleton;
protected:
static void _bind_methods();
public:
enum MouseMode {
MOUSE_MODE_VISIBLE,
MOUSE_MODE_HIDDEN,
MOUSE_MODE_CAPTURED,
MOUSE_MODE_CONFINED
};
#undef CursorShape
enum CursorShape {
CURSOR_ARROW,
CURSOR_IBEAM,
CURSOR_POINTING_HAND,
CURSOR_CROSS,
CURSOR_WAIT,
CURSOR_BUSY,
CURSOR_DRAG,
CURSOR_CAN_DROP,
CURSOR_FORBIDDEN,
CURSOR_VSIZE,
CURSOR_HSIZE,
CURSOR_BDIAGSIZE,
CURSOR_FDIAGSIZE,
CURSOR_MOVE,
CURSOR_VSPLIT,
CURSOR_HSPLIT,
CURSOR_HELP,
CURSOR_MAX
};
void set_mouse_mode(MouseMode p_mode);
MouseMode get_mouse_mode() const;
static Input *get_singleton();
virtual bool is_key_pressed(int p_scancode) const = 0;
virtual bool is_mouse_button_pressed(int p_button) const = 0;
virtual bool is_joy_button_pressed(int p_device, int p_button) const = 0;
virtual bool is_action_pressed(const StringName &p_action) const = 0;
virtual bool is_action_just_pressed(const StringName &p_action) const = 0;
virtual bool is_action_just_released(const StringName &p_action) const = 0;
virtual float get_action_strength(const StringName &p_action) const = 0;
virtual float get_action_raw_strength(const StringName &p_action) const = 0;
float get_axis(const StringName &p_negative_action, const StringName &p_positive_action) const;
Vector2 get_vector(const StringName &p_negative_x, const StringName &p_positive_x, const StringName &p_negative_y, const StringName &p_positive_y, float p_deadzone = -1.0f) const;
virtual float get_joy_axis(int p_device, int p_axis) const = 0;
virtual String get_joy_name(int p_idx) = 0;
virtual Array get_connected_joypads() = 0;
virtual void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) = 0;
virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false) = 0;
virtual void remove_joy_mapping(String p_guid) = 0;
virtual bool is_joy_known(int p_device) = 0;
virtual String get_joy_guid(int p_device) const = 0;
virtual Vector2 get_joy_vibration_strength(int p_device) = 0;
virtual float get_joy_vibration_duration(int p_device) = 0;
virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0;
virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0) = 0;
virtual void stop_joy_vibration(int p_device) = 0;
virtual void vibrate_handheld(int p_duration_ms = 500) = 0;
virtual Point2 get_mouse_position() const = 0;
virtual Point2 get_last_mouse_speed() const = 0;
virtual int get_mouse_button_mask() const = 0;
virtual void warp_mouse_position(const Vector2 &p_to) = 0;
virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) = 0;
virtual Vector3 get_gravity() const = 0;
virtual Vector3 get_accelerometer() const = 0;
virtual Vector3 get_magnetometer() const = 0;
virtual Vector3 get_gyroscope() const = 0;
virtual void action_press(const StringName &p_action, float p_strength = 1.f) = 0;
virtual void action_release(const StringName &p_action) = 0;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
virtual bool is_emulating_touch_from_mouse() const = 0;
virtual bool is_emulating_mouse_from_touch() const = 0;
virtual CursorShape get_default_cursor_shape() const = 0;
virtual void set_default_cursor_shape(CursorShape p_shape) = 0;
virtual CursorShape get_current_cursor_shape() const = 0;
virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = CURSOR_ARROW, const Vector2 &p_hotspot = Vector2()) = 0;
virtual String get_joy_button_string(int p_button) = 0;
virtual String get_joy_axis_string(int p_axis) = 0;
virtual int get_joy_button_index_from_string(String p_button) = 0;
virtual int get_joy_axis_index_from_string(String p_axis) = 0;
virtual void parse_input_event(const Ref<InputEvent> &p_event) = 0;
virtual void accumulate_input_event(const Ref<InputEvent> &p_event) = 0;
virtual void flush_accumulated_events() = 0;
virtual void set_use_accumulated_input(bool p_enable) = 0;
Input();
};
VARIANT_ENUM_CAST(Input::MouseMode);
VARIANT_ENUM_CAST(Input::CursorShape);
#endif // INPUT_H