Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
113 lines
5 KiB
C++
113 lines
5 KiB
C++
/*************************************************************************/
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/* input.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef INPUT_H
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#define INPUT_H
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#include "object.h"
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#include "os/main_loop.h"
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#include "os/thread_safe.h"
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class Input : public Object {
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GDCLASS(Input, Object);
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static Input *singleton;
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protected:
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static void _bind_methods();
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public:
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enum MouseMode {
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MOUSE_MODE_VISIBLE,
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MOUSE_MODE_HIDDEN,
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MOUSE_MODE_CAPTURED,
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MOUSE_MODE_CONFINED
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};
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void set_mouse_mode(MouseMode p_mode);
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MouseMode get_mouse_mode() const;
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static Input *get_singleton();
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virtual bool is_key_pressed(int p_scancode) const = 0;
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virtual bool is_mouse_button_pressed(int p_button) const = 0;
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virtual bool is_joy_button_pressed(int p_device, int p_button) const = 0;
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virtual bool is_action_pressed(const StringName &p_action) const = 0;
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virtual bool is_action_just_pressed(const StringName &p_action) const = 0;
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virtual bool is_action_just_released(const StringName &p_action) const = 0;
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virtual float get_joy_axis(int p_device, int p_axis) const = 0;
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virtual String get_joy_name(int p_idx) = 0;
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virtual Array get_connected_joypads() = 0;
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virtual void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) = 0;
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virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false) = 0;
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virtual void remove_joy_mapping(String p_guid) = 0;
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virtual bool is_joy_known(int p_device) = 0;
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virtual String get_joy_guid(int p_device) const = 0;
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virtual Vector2 get_joy_vibration_strength(int p_device) = 0;
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virtual float get_joy_vibration_duration(int p_device) = 0;
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virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0;
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virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0) = 0;
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virtual void stop_joy_vibration(int p_device) = 0;
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virtual Point2 get_mouse_pos() const = 0;
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virtual Point2 get_last_mouse_speed() const = 0;
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virtual int get_mouse_button_mask() const = 0;
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virtual void warp_mouse_pos(const Vector2 &p_to) = 0;
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virtual Point2i warp_mouse_motion(const InputEventMouseMotion &p_motion, const Rect2 &p_rect) = 0;
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virtual Vector3 get_gravity() const = 0;
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virtual Vector3 get_accelerometer() const = 0;
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virtual Vector3 get_magnetometer() const = 0;
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virtual Vector3 get_gyroscope() const = 0;
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virtual void action_press(const StringName &p_action) = 0;
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virtual void action_release(const StringName &p_action) = 0;
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void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
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virtual bool is_emulating_touchscreen() const = 0;
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virtual void set_custom_mouse_cursor(const RES &p_cursor, const Vector2 &p_hotspot = Vector2()) = 0;
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virtual void set_mouse_in_window(bool p_in_window) = 0;
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virtual String get_joy_button_string(int p_button) = 0;
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virtual String get_joy_axis_string(int p_axis) = 0;
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virtual int get_joy_button_index_from_string(String p_button) = 0;
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virtual int get_joy_axis_index_from_string(String p_axis) = 0;
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virtual void parse_input_event(const InputEvent &p_event) = 0;
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Input();
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};
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VARIANT_ENUM_CAST(Input::MouseMode);
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#endif // INPUT_H
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