godot/core/input/input_map.cpp
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00

345 lines
12 KiB
C++

/*************************************************************************/
/* input_map.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "input_map.h"
#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/os/keyboard.h"
InputMap *InputMap::singleton = nullptr;
int InputMap::ALL_DEVICES = -1;
void InputMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
ClassDB::bind_method(D_METHOD("add_action", "action", "deadzone"), &InputMap::add_action, DEFVAL(0.5f));
ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
ClassDB::bind_method(D_METHOD("action_set_deadzone", "action", "deadzone"), &InputMap::action_set_deadzone);
ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
ClassDB::bind_method(D_METHOD("action_erase_events", "action"), &InputMap::action_erase_events);
ClassDB::bind_method(D_METHOD("action_get_events", "action"), &InputMap::_action_get_events);
ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
ClassDB::bind_method(D_METHOD("load_from_project_settings"), &InputMap::load_from_project_settings);
}
void InputMap::add_action(const StringName &p_action, float p_deadzone) {
ERR_FAIL_COND_MSG(input_map.has(p_action), "InputMap already has action '" + String(p_action) + "'.");
input_map[p_action] = Action();
static int last_id = 1;
input_map[p_action].id = last_id;
input_map[p_action].deadzone = p_deadzone;
last_id++;
}
void InputMap::erase_action(const StringName &p_action) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
input_map.erase(p_action);
}
Array InputMap::_get_actions() {
Array ret;
List<StringName> actions = get_actions();
if (actions.is_empty()) {
return ret;
}
for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
ret.push_back(E->get());
}
return ret;
}
List<StringName> InputMap::get_actions() const {
List<StringName> actions = List<StringName>();
if (input_map.is_empty()) {
return actions;
}
for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
actions.push_back(E->key());
}
return actions;
}
List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength) const {
ERR_FAIL_COND_V(!p_event.is_valid(), nullptr);
for (List<Ref<InputEvent>>::Element *E = p_action.inputs.front(); E; E = E->next()) {
const Ref<InputEvent> e = E->get();
//if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
// continue;
int device = e->get_device();
if (device == ALL_DEVICES || device == p_event->get_device()) {
if (e->action_match(p_event, p_pressed, p_strength, p_raw_strength, p_action.deadzone)) {
return E;
}
}
}
return nullptr;
}
bool InputMap::has_action(const StringName &p_action) const {
return input_map.has(p_action);
}
float InputMap::action_get_deadzone(const StringName &p_action) {
ERR_FAIL_COND_V_MSG(!input_map.has(p_action), 0.0f, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
return input_map[p_action].deadzone;
}
void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
input_map[p_action].deadzone = p_deadzone;
}
void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_MSG(p_event.is_null(), "It's not a reference to a valid InputEvent object.");
ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
if (_find_event(input_map[p_action], p_event)) {
return; // Already addded.
}
input_map[p_action].inputs.push_back(p_event);
}
bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_V_MSG(!input_map.has(p_action), false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
return (_find_event(input_map[p_action], p_event) != nullptr);
}
void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
List<Ref<InputEvent>>::Element *E = _find_event(input_map[p_action], p_event);
if (E) {
input_map[p_action].inputs.erase(E);
if (Input::get_singleton()->is_action_pressed(p_action)) {
Input::get_singleton()->action_release(p_action);
}
}
}
void InputMap::action_erase_events(const StringName &p_action) {
ERR_FAIL_COND_MSG(!input_map.has(p_action), "Request for nonexistent InputMap action '" + String(p_action) + "'.");
input_map[p_action].inputs.clear();
}
Array InputMap::_action_get_events(const StringName &p_action) {
Array ret;
const List<Ref<InputEvent>> *al = action_get_events(p_action);
if (al) {
for (const List<Ref<InputEvent>>::Element *E = al->front(); E; E = E->next()) {
ret.push_back(E->get());
}
}
return ret;
}
const List<Ref<InputEvent>> *InputMap::action_get_events(const StringName &p_action) {
const Map<StringName, Action>::Element *E = input_map.find(p_action);
if (!E) {
return nullptr;
}
return &E->get().inputs;
}
bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
return event_get_action_status(p_event, p_action);
}
bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed, float *p_strength, float *p_raw_strength) const {
Map<StringName, Action>::Element *E = input_map.find(p_action);
ERR_FAIL_COND_V_MSG(!E, false, "Request for nonexistent InputMap action '" + String(p_action) + "'.");
Ref<InputEventAction> input_event_action = p_event;
if (input_event_action.is_valid()) {
if (p_pressed != nullptr) {
*p_pressed = input_event_action->is_pressed();
}
if (p_strength != nullptr) {
*p_strength = (p_pressed != nullptr && *p_pressed) ? input_event_action->get_strength() : 0.0f;
}
return input_event_action->get_action() == p_action;
}
bool pressed;
float strength;
float raw_strength;
List<Ref<InputEvent>>::Element *event = _find_event(E->get(), p_event, &pressed, &strength, &raw_strength);
if (event != nullptr) {
if (p_pressed != nullptr) {
*p_pressed = pressed;
}
if (p_strength != nullptr) {
*p_strength = strength;
}
if (p_raw_strength != nullptr) {
*p_raw_strength = raw_strength;
}
return true;
} else {
return false;
}
}
const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
return input_map;
}
void InputMap::load_from_project_settings() {
input_map.clear();
List<PropertyInfo> pinfo;
ProjectSettings::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());
Dictionary action = ProjectSettings::get_singleton()->get(pi.name);
float deadzone = action.has("deadzone") ? (float)action["deadzone"] : 0.5f;
Array events = action["events"];
add_action(name, deadzone);
for (int i = 0; i < events.size(); i++) {
Ref<InputEvent> event = events[i];
if (event.is_null()) {
continue;
}
action_add_event(name, event);
}
}
}
void InputMap::load_default() {
Ref<InputEventKey> key;
add_action("ui_accept");
key.instance();
key->set_keycode(KEY_ENTER);
action_add_event("ui_accept", key);
key.instance();
key->set_keycode(KEY_KP_ENTER);
action_add_event("ui_accept", key);
key.instance();
key->set_keycode(KEY_SPACE);
action_add_event("ui_accept", key);
add_action("ui_select");
key.instance();
key->set_keycode(KEY_SPACE);
action_add_event("ui_select", key);
add_action("ui_cancel");
key.instance();
key->set_keycode(KEY_ESCAPE);
action_add_event("ui_cancel", key);
add_action("ui_focus_next");
key.instance();
key->set_keycode(KEY_TAB);
action_add_event("ui_focus_next", key);
add_action("ui_focus_prev");
key.instance();
key->set_keycode(KEY_TAB);
key->set_shift(true);
action_add_event("ui_focus_prev", key);
add_action("ui_left");
key.instance();
key->set_keycode(KEY_LEFT);
action_add_event("ui_left", key);
add_action("ui_right");
key.instance();
key->set_keycode(KEY_RIGHT);
action_add_event("ui_right", key);
add_action("ui_up");
key.instance();
key->set_keycode(KEY_UP);
action_add_event("ui_up", key);
add_action("ui_down");
key.instance();
key->set_keycode(KEY_DOWN);
action_add_event("ui_down", key);
add_action("ui_page_up");
key.instance();
key->set_keycode(KEY_PAGEUP);
action_add_event("ui_page_up", key);
add_action("ui_page_down");
key.instance();
key->set_keycode(KEY_PAGEDOWN);
action_add_event("ui_page_down", key);
add_action("ui_home");
key.instance();
key->set_keycode(KEY_HOME);
action_add_event("ui_home", key);
add_action("ui_end");
key.instance();
key->set_keycode(KEY_END);
action_add_event("ui_end", key);
//set("display/window/handheld/orientation", "landscape");
}
InputMap::InputMap() {
ERR_FAIL_COND_MSG(singleton, "Singleton in InputMap already exist.");
singleton = this;
}