godot/platform/android/android_input_handler.h
Pedro J. Estébanez e745088f1f Switch to input buffering on Android
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing.

As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less.

`AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate).

Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13 11:45:50 +02:00

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4.1 KiB
C++

/*************************************************************************/
/* 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 */
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/*************************************************************************/
#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<TouchPos> 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<InputEventWithModifiers> 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<InputEventMouseButton> &ev, MouseButton wheel_button, float factor);
public:
void process_touch(int p_event, int p_pointer, const Vector<TouchPos> &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