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#ifndef INPUTMANAGER_H
#define INPUTMANAGER_H
#include "Runtime/BaseClasses/GameManager.h"
#include <map>
#include "Runtime/Input/InputAxis.h"
#include "Runtime/Utilities/dynamic_bitset.h"
#include "Runtime/Math/Vector2.h"
#include "Runtime/Math/Vector3.h"
#include "Configuration/UnityConfigure.h"
#include <iosfwd>
#if ENABLE_NEW_EVENT_SYSTEM
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Camera/Camera.h"
#include "Runtime/Input/GetInput.h"
#endif
#include "Runtime/ClusterRenderer/ClusterRendererDefines.h"
enum {
kMaxJoySticks = 12,
kMaxJoyStickButtons = 20,
kMaxJoyStickAxis = 20
};
enum {
kKeyCount = 323,
kMouseButtonCount = 7,
kKeyAndMouseButtonCount = kKeyCount + kMouseButtonCount,
kKeyAndJoyButtonCount = kKeyAndMouseButtonCount + kMaxJoySticks * kMaxJoyStickButtons
};
class InputManager : public GlobalGameManager
{
public:
InputManager (MemLabelId label, ObjectCreationMode mode);
// virtual ~InputManager(); declared-by-macro
REGISTER_DERIVED_CLASS (InputManager, GlobalGameManager)
DECLARE_OBJECT_SERIALIZE (InputManager)
// for cluster renderer
DECLARE_CLUSTER_SERIALIZE (InputManager)
static void InitializeClass ();
static void CleanupClass ();
/// Make up some sensible controls...
void MakeDefault ();
enum { kCompositionModeAuto, kCompositionModeOn, kCompositionModeOff };
bool GetButton (const string &name);
bool GetButtonDown (const string &name);
bool GetButtonUp (const string &name);
float GetAxis (const string &name);
float GetAxisRaw (const string &name);
bool HasAxisOrButton (const string& name);
void ProcessInput();
void SendInputEvents();
#if ENABLE_NEW_EVENT_SYSTEM
void ProcessInput (const GameObject& go);
private:
void ProcessMouse ();
void ProcessTouches ();
void ProcessTouch (GameObject* hover, bool isPressed, bool isReleased, bool isDragging, bool moveEvents);
#endif
public:
void InputEndFrame ();
// Is the button down or was down during this frame?
bool GetMouseButton (int mouseBut) const { return GetKey (kKeyCount + mouseBut); }
bool GetMouseButtonState (int mouseBut) const { return m_CurrentKeyState[kKeyCount + mouseBut]; }
// Is the button down or was down during this frame?
bool GetMouseButtonDown (int mouseBut) const { return GetKeyDown (kKeyCount + mouseBut); }
bool GetMouseButtonUp (int mouseBut) const { return GetKeyUp (kKeyCount + mouseBut); }
// Is the key down or was down during this frame?
bool GetKey (int keyNum) const { return m_ThisFrameKeyDown[keyNum] | m_CurrentKeyState[keyNum]; }
// Is the key down this frame but was up last frame?
bool GetKeyDown (int keyNum) const { return m_ThisFrameKeyDown[keyNum]; }
bool GetKeyUp (int keyNum) const { return m_ThisFrameKeyUp[keyNum]; }
#if ENABLE_NEW_EVENT_SYSTEM
const Touch& GetMouse() { return m_Mouse[0]; }
const Vector2f &GetMouseDelta () const { return m_Mouse[0].deltaPos; }
const Vector2f &GetMouseScroll () const { return m_Mouse[0].deltaScroll; }
const Vector2f &GetMousePosition () const { return m_Mouse[0].pos; }
// Set prior to OnPress / OnRelease / OnDrag etc callbacks
const Touch& GetCurrentTouch() const { return m_CurrentTouch != NULL ? *m_CurrentTouch : m_Mouse[0]; }
#else
const Vector3f &GetMouseDelta () const { return m_MouseDelta; }
const Vector2f &GetMousePosition () const { return m_MousePos; }
#endif
float GetJoystickPosition (int joyNum, int axis) const;
void SetJoystickPosition (int joyNum, int axis, float pos);
void SetKeyState (int key, bool state);
#if ENABLE_NEW_EVENT_SYSTEM
void SetMouseDelta (const Vector2f &delta) { m_Mouse[0].deltaPos = delta; }
void SetMouseScroll (const Vector2f& delta) { m_Mouse[0].deltaScroll = delta; }
void SetMousePosition (const Vector2f &pos) { m_Mouse[0].pos = pos; }
#else
void SetMouseDelta (const Vector3f &pos) { m_MouseDelta = pos; }
void SetMousePosition (const Vector2f &pos) { m_MousePos = pos; }
#endif
void SetMouseButton (int button, bool enabled) { SetKeyState (kKeyCount + button, enabled); }
void QuitApplication () { m_ShouldQuit = true; }
void CancelQuitApplication () { m_ShouldQuit = false; }
bool ShouldQuit () const { return m_ShouldQuit; }
string& GetInputString () { return m_InputString; }
string& GetCompositionString () { return m_CompositionString;}
bool GetSimulateMouseWithTouches () const { return m_SimulateMouseWithTouches; }
void SetSimulateMouseWithTouches (bool value) { m_SimulateMouseWithTouches = value; }
void SetTextFieldInput(bool value) { m_TextFieldInput = value; }
bool GetTextFieldInput();
Vector2f &GetTextFieldCursorPos() { return m_TextFieldCursorPos; }
void SetTextFieldCursorPos(Vector2f &value) { m_TextFieldCursorPos = value; }
bool GetEatKeyPressOnTextFieldFocus ();
void SetEatKeyPressOnTextFieldFocus (bool value) { m_EatKeyPressOnTextFieldFocus = value; }
int GetIMECompositionMode () { return m_IMECompositionMode; }
void SetIMECompositionMode (int value) { m_IMECompositionMode = value; }
bool GetIMEIsSelected() { return m_IMEIsSelected; }
void SetIMEIsSelected(bool value) { m_IMEIsSelected = value; }
bool GetEnableIMEComposition ();
/// Needed here because m_Axes need to be preprocessed before use.
virtual void CheckConsistency ();
void ResetInputAxes ();
bool GetAnyKey ();
bool GetAnyKeyThisFrame ();
virtual void Reset ();
bool ConfigureButton(int *button);
int NumAxes() {return m_Axes.size();}
InputAxis *GetIndexedAxis(int i) {if(i<m_Axes.size())return &(m_Axes[i]); else return NULL;}
#if SUPPORT_REPRODUCE_LOG
void WriteLog (std::ofstream& out);
void ReadLog (std::ifstream& in);
#endif
const std::vector< std::vector<float> >& GetJoystickPositions() const { return m_JoystickPos; }
private:
std::vector<InputAxis> m_Axes;
// There are shortclick keys because in one frame the player might hit a key and release it.
// We want the key to be down for one frame in this case.
dynamic_bitset m_CurrentKeyState;
dynamic_bitset m_ThisFrameKeyDown;
dynamic_bitset m_ThisFrameKeyUp;
#if ENABLE_NEW_EVENT_SYSTEM
Touch m_Mouse[3];
Touch* m_CurrentTouch;
GameObject* m_Selection;
#else
Vector3f m_MouseDelta; //x and y for delta, z for scrollwheel
Vector2f m_MousePos;
#endif
bool m_MousePresent;
std::vector<std::vector<float> > m_JoystickPos;
std::string m_InputString;
std::string m_CompositionString;
Vector2f m_TextFieldCursorPos;
bool m_TextFieldInput;
bool m_EatKeyPressOnTextFieldFocus;
int m_IMECompositionMode;
bool m_IMEIsSelected;
int m_LastJoyNum,m_LastJoyAxis;
bool m_ShouldQuit;
bool m_SimulateMouseWithTouches;
friend bool GetConfigureJoyAxis(std::string name,int *joyNum,int *axis);
};
InputManager* GetInputManagerPtr ();
InputManager& GetInputManager ();
string KeyToString (int key);
int StringToKey (const string& name);
UInt16 NormalizeInputCharacter (UInt16 input);
enum {
/* The keyboard syms have been cleverly chosen to map to ASCII */
SDLK_UNKNOWN = 0,
SDLK_FIRST = 0,
SDLK_BACKSPACE = 8,
SDLK_TAB = 9,
SDLK_CLEAR = 12,
SDLK_RETURN = 13,
SDLK_PAUSE = 19,
SDLK_ESCAPE = 27,
SDLK_SPACE = 32,
SDLK_EXCLAIM = 33,
SDLK_QUOTEDBL = 34,
SDLK_HASH = 35,
SDLK_DOLLAR = 36,
SDLK_AMPERSAND = 38,
SDLK_QUOTE = 39,
SDLK_LEFTPAREN = 40,
SDLK_RIGHTPAREN = 41,
SDLK_ASTERISK = 42,
SDLK_PLUS = 43,
SDLK_COMMA = 44,
SDLK_MINUS = 45,
SDLK_PERIOD = 46,
SDLK_SLASH = 47,
SDLK_0 = 48,
SDLK_1 = 49,
SDLK_2 = 50,
SDLK_3 = 51,
SDLK_4 = 52,
SDLK_5 = 53,
SDLK_6 = 54,
SDLK_7 = 55,
SDLK_8 = 56,
SDLK_9 = 57,
SDLK_COLON = 58,
SDLK_SEMICOLON = 59,
SDLK_LESS = 60,
SDLK_EQUALS = 61,
SDLK_GREATER = 62,
SDLK_QUESTION = 63,
SDLK_AT = 64,
/*
Skip uppercase letters
*/
SDLK_LEFTBRACKET = 91,
SDLK_BACKSLASH = 92,
SDLK_RIGHTBRACKET = 93,
SDLK_CARET = 94,
SDLK_UNDERSCORE = 95,
SDLK_BACKQUOTE = 96,
SDLK_a = 97,
SDLK_b = 98,
SDLK_c = 99,
SDLK_d = 100,
SDLK_e = 101,
SDLK_f = 102,
SDLK_g = 103,
SDLK_h = 104,
SDLK_i = 105,
SDLK_j = 106,
SDLK_k = 107,
SDLK_l = 108,
SDLK_m = 109,
SDLK_n = 110,
SDLK_o = 111,
SDLK_p = 112,
SDLK_q = 113,
SDLK_r = 114,
SDLK_s = 115,
SDLK_t = 116,
SDLK_u = 117,
SDLK_v = 118,
SDLK_w = 119,
SDLK_x = 120,
SDLK_y = 121,
SDLK_z = 122,
SDLK_DELETE = 127,
/* End of ASCII mapped keysyms */
/* International keyboard syms */
SDLK_WORLD_0 = 160, /* 0xA0 */
SDLK_WORLD_1 = 161,
SDLK_WORLD_2 = 162,
SDLK_WORLD_3 = 163,
SDLK_WORLD_4 = 164,
SDLK_WORLD_5 = 165,
SDLK_WORLD_6 = 166,
SDLK_WORLD_7 = 167,
SDLK_WORLD_8 = 168,
SDLK_WORLD_9 = 169,
SDLK_WORLD_10 = 170,
SDLK_WORLD_11 = 171,
SDLK_WORLD_12 = 172,
SDLK_WORLD_13 = 173,
SDLK_WORLD_14 = 174,
SDLK_WORLD_15 = 175,
SDLK_WORLD_16 = 176,
SDLK_WORLD_17 = 177,
SDLK_WORLD_18 = 178,
SDLK_WORLD_19 = 179,
SDLK_WORLD_20 = 180,
SDLK_WORLD_21 = 181,
SDLK_WORLD_22 = 182,
SDLK_WORLD_23 = 183,
SDLK_WORLD_24 = 184,
SDLK_WORLD_25 = 185,
SDLK_WORLD_26 = 186,
SDLK_WORLD_27 = 187,
SDLK_WORLD_28 = 188,
SDLK_WORLD_29 = 189,
SDLK_WORLD_30 = 190,
SDLK_WORLD_31 = 191,
SDLK_WORLD_32 = 192,
SDLK_WORLD_33 = 193,
SDLK_WORLD_34 = 194,
SDLK_WORLD_35 = 195,
SDLK_WORLD_36 = 196,
SDLK_WORLD_37 = 197,
SDLK_WORLD_38 = 198,
SDLK_WORLD_39 = 199,
SDLK_WORLD_40 = 200,
SDLK_WORLD_41 = 201,
SDLK_WORLD_42 = 202,
SDLK_WORLD_43 = 203,
SDLK_WORLD_44 = 204,
SDLK_WORLD_45 = 205,
SDLK_WORLD_46 = 206,
SDLK_WORLD_47 = 207,
SDLK_WORLD_48 = 208,
SDLK_WORLD_49 = 209,
SDLK_WORLD_50 = 210,
SDLK_WORLD_51 = 211,
SDLK_WORLD_52 = 212,
SDLK_WORLD_53 = 213,
SDLK_WORLD_54 = 214,
SDLK_WORLD_55 = 215,
SDLK_WORLD_56 = 216,
SDLK_WORLD_57 = 217,
SDLK_WORLD_58 = 218,
SDLK_WORLD_59 = 219,
SDLK_WORLD_60 = 220,
SDLK_WORLD_61 = 221,
SDLK_WORLD_62 = 222,
SDLK_WORLD_63 = 223,
SDLK_WORLD_64 = 224,
SDLK_WORLD_65 = 225,
SDLK_WORLD_66 = 226,
SDLK_WORLD_67 = 227,
SDLK_WORLD_68 = 228,
SDLK_WORLD_69 = 229,
SDLK_WORLD_70 = 230,
SDLK_WORLD_71 = 231,
SDLK_WORLD_72 = 232,
SDLK_WORLD_73 = 233,
SDLK_WORLD_74 = 234,
SDLK_WORLD_75 = 235,
SDLK_WORLD_76 = 236,
SDLK_WORLD_77 = 237,
SDLK_WORLD_78 = 238,
SDLK_WORLD_79 = 239,
SDLK_WORLD_80 = 240,
SDLK_WORLD_81 = 241,
SDLK_WORLD_82 = 242,
SDLK_WORLD_83 = 243,
SDLK_WORLD_84 = 244,
SDLK_WORLD_85 = 245,
SDLK_WORLD_86 = 246,
SDLK_WORLD_87 = 247,
SDLK_WORLD_88 = 248,
SDLK_WORLD_89 = 249,
SDLK_WORLD_90 = 250,
SDLK_WORLD_91 = 251,
SDLK_WORLD_92 = 252,
SDLK_WORLD_93 = 253,
SDLK_WORLD_94 = 254,
SDLK_WORLD_95 = 255, /* 0xFF */
/* Numeric keypad */
SDLK_KP0 = 256,
SDLK_KP1 = 257,
SDLK_KP2 = 258,
SDLK_KP3 = 259,
SDLK_KP4 = 260,
SDLK_KP5 = 261,
SDLK_KP6 = 262,
SDLK_KP7 = 263,
SDLK_KP8 = 264,
SDLK_KP9 = 265,
SDLK_KP_PERIOD = 266,
SDLK_KP_DIVIDE = 267,
SDLK_KP_MULTIPLY = 268,
SDLK_KP_MINUS = 269,
SDLK_KP_PLUS = 270,
SDLK_KP_ENTER = 271,
SDLK_KP_EQUALS = 272,
/* Arrows + Home/End pad */
SDLK_UP = 273,
SDLK_DOWN = 274,
SDLK_RIGHT = 275,
SDLK_LEFT = 276,
SDLK_INSERT = 277,
SDLK_HOME = 278,
SDLK_END = 279,
SDLK_PAGEUP = 280,
SDLK_PAGEDOWN = 281,
/* Function keys */
SDLK_F1 = 282,
SDLK_F2 = 283,
SDLK_F3 = 284,
SDLK_F4 = 285,
SDLK_F5 = 286,
SDLK_F6 = 287,
SDLK_F7 = 288,
SDLK_F8 = 289,
SDLK_F9 = 290,
SDLK_F10 = 291,
SDLK_F11 = 292,
SDLK_F12 = 293,
SDLK_F13 = 294,
SDLK_F14 = 295,
SDLK_F15 = 296,
/* Key state modifier keys */
SDLK_NUMLOCK = 300,
SDLK_CAPSLOCK = 301,
SDLK_SCROLLOCK = 302,
SDLK_RSHIFT = 303,
SDLK_LSHIFT = 304,
SDLK_RCTRL = 305,
SDLK_LCTRL = 306,
SDLK_RALT = 307,
SDLK_LALT = 308,
SDLK_RMETA = 309,
SDLK_LMETA = 310,
SDLK_RGUI = 309,
SDLK_LGUI = 310,
SDLK_LSUPER = 311, /* Left "Windows" key */
SDLK_RSUPER = 312, /* Right "Windows" key */
SDLK_MODE = 313, /* "Alt Gr" key */
SDLK_COMPOSE = 314, /* Multi-key compose key */
/* Miscellaneous function keys */
SDLK_HELP = 315,
SDLK_PRINT = 316,
SDLK_SYSREQ = 317,
SDLK_BREAK = 318,
SDLK_MENU = 319,
SDLK_POWER = 320, /* Power Macintosh power key */
SDLK_EURO = 321, /* Some european keyboards */
SDLK_UNDO = 322, /* Atari keyboard has Undo */
/* Add any other keys here */
SDLK_LAST
};
#endif
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