Merge pull request #17196 from RandomShaper/improve-gui-touch

Implement universal translation of touch to mouse (3.1)
This commit is contained in:
Rémi Verschelde
2018-05-02 10:47:49 +02:00
committed by GitHub
18 changed files with 222 additions and 225 deletions

View File

@@ -256,6 +256,11 @@ Vector3 InputDefault::get_gyroscope() const {
void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
_parse_input_event_impl(p_event, false);
}
void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
_THREAD_SAFE_METHOD_
Ref<InputEventKey> k = p_event;
@@ -279,25 +284,30 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
mouse_button_mask &= ~(1 << (mb->get_button_index() - 1));
}
if (main_loop && emulate_touch && mb->get_button_index() == 1) {
Point2 pos = mb->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mb->get_button_index() == 1) {
Ref<InputEventScreenTouch> touch_event;
touch_event.instance();
touch_event->set_pressed(mb->is_pressed());
touch_event->set_position(mb->get_position());
main_loop->input_event(touch_event);
}
Point2 pos = mb->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (main_loop && emulate_touch && mm->get_button_mask() & 1) {
Point2 pos = mm->get_global_position();
if (mouse_pos != pos) {
set_mouse_position(pos);
}
if (main_loop && emulate_touch_from_mouse && !p_is_emulated && mm->get_button_mask() & 1) {
Ref<InputEventScreenDrag> drag_event;
drag_event.instance();
@@ -309,6 +319,58 @@ void InputDefault::parse_input_event(const Ref<InputEvent> &p_event) {
}
}
if (emulate_mouse_from_touch) {
Ref<InputEventScreenTouch> st = p_event;
if (st.is_valid()) {
bool translate = false;
if (st->is_pressed()) {
if (mouse_from_touch_index == -1) {
translate = true;
mouse_from_touch_index = st->get_index();
}
} else {
if (st->get_index() == mouse_from_touch_index) {
translate = true;
mouse_from_touch_index = -1;
}
}
if (translate) {
Ref<InputEventMouseButton> button_event;
button_event.instance();
button_event->set_position(st->get_position());
button_event->set_global_position(st->get_position());
button_event->set_pressed(st->is_pressed());
button_event->set_button_index(BUTTON_LEFT);
if (st->is_pressed()) {
button_event->set_button_mask(mouse_button_mask | (1 << BUTTON_LEFT - 1));
} else {
button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
}
_parse_input_event_impl(button_event, true);
}
}
Ref<InputEventScreenDrag> sd = p_event;
if (sd.is_valid() && sd->get_index() == mouse_from_touch_index) {
Ref<InputEventMouseMotion> motion_event;
motion_event.instance();
motion_event->set_position(sd->get_position());
motion_event->set_global_position(sd->get_position());
motion_event->set_relative(sd->get_relative());
motion_event->set_speed(sd->get_speed());
motion_event->set_button_mask(mouse_button_mask);
_parse_input_event_impl(motion_event, true);
}
}
Ref<InputEventJoypadButton> jb = p_event;
if (jb.is_valid()) {
@@ -493,14 +555,44 @@ void InputDefault::action_release(const StringName &p_action) {
action_state[p_action] = action;
}
void InputDefault::set_emulate_touch(bool p_emulate) {
void InputDefault::set_emulate_touch_from_mouse(bool p_emulate) {
emulate_touch = p_emulate;
emulate_touch_from_mouse = p_emulate;
}
bool InputDefault::is_emulating_touchscreen() const {
bool InputDefault::is_emulating_touch_from_mouse() const {
return emulate_touch;
return emulate_touch_from_mouse;
}
// Calling this whenever the game window is focused helps unstucking the "touch mouse"
// if the OS or its abstraction class hasn't properly reported that touch pointers raised
void InputDefault::ensure_touch_mouse_raised() {
if (mouse_from_touch_index != -1) {
mouse_from_touch_index = -1;
Ref<InputEventMouseButton> button_event;
button_event.instance();
button_event->set_position(mouse_pos);
button_event->set_global_position(mouse_pos);
button_event->set_pressed(false);
button_event->set_button_index(BUTTON_LEFT);
button_event->set_button_mask(mouse_button_mask & ~(1 << BUTTON_LEFT - 1));
_parse_input_event_impl(button_event, true);
}
}
void InputDefault::set_emulate_mouse_from_touch(bool p_emulate) {
emulate_mouse_from_touch = p_emulate;
}
bool InputDefault::is_emulating_mouse_from_touch() const {
return emulate_mouse_from_touch;
}
Input::CursorShape InputDefault::get_default_cursor_shape() {
@@ -537,7 +629,9 @@ void InputDefault::set_mouse_in_window(bool p_in_window) {
InputDefault::InputDefault() {
mouse_button_mask = 0;
emulate_touch = false;
emulate_touch_from_mouse = false;
emulate_mouse_from_touch = false;
mouse_from_touch_index = -1;
main_loop = NULL;
hat_map_default[HAT_UP].type = TYPE_BUTTON;