/*************************************************************************/ /* input_event.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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. */ /*************************************************************************/ #ifndef INPUT_EVENT_H #define INPUT_EVENT_H #include "math_2d.h" #include "os/copymem.h" #include "resource.h" #include "typedefs.h" #include "ustring.h" /** @author Juan Linietsky */ /** * Input Event classes. These are used in the main loop. * The events are pretty obvious. */ enum { BUTTON_LEFT = 1, BUTTON_RIGHT = 2, BUTTON_MIDDLE = 3, BUTTON_WHEEL_UP = 4, BUTTON_WHEEL_DOWN = 5, BUTTON_WHEEL_LEFT = 6, BUTTON_WHEEL_RIGHT = 7, BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)), BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)), BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)), }; enum { JOY_BUTTON_0 = 0, JOY_BUTTON_1 = 1, JOY_BUTTON_2 = 2, JOY_BUTTON_3 = 3, JOY_BUTTON_4 = 4, JOY_BUTTON_5 = 5, JOY_BUTTON_6 = 6, JOY_BUTTON_7 = 7, JOY_BUTTON_8 = 8, JOY_BUTTON_9 = 9, JOY_BUTTON_10 = 10, JOY_BUTTON_11 = 11, JOY_BUTTON_12 = 12, JOY_BUTTON_13 = 13, JOY_BUTTON_14 = 14, JOY_BUTTON_15 = 15, JOY_BUTTON_MAX = 16, JOY_L = JOY_BUTTON_4, JOY_R = JOY_BUTTON_5, JOY_L2 = JOY_BUTTON_6, JOY_R2 = JOY_BUTTON_7, JOY_L3 = JOY_BUTTON_8, JOY_R3 = JOY_BUTTON_9, JOY_SELECT = JOY_BUTTON_10, JOY_START = JOY_BUTTON_11, JOY_DPAD_UP = JOY_BUTTON_12, JOY_DPAD_DOWN = JOY_BUTTON_13, JOY_DPAD_LEFT = JOY_BUTTON_14, JOY_DPAD_RIGHT = JOY_BUTTON_15, JOY_SONY_CIRCLE = JOY_BUTTON_1, JOY_SONY_X = JOY_BUTTON_0, JOY_SONY_SQUARE = JOY_BUTTON_2, JOY_SONY_TRIANGLE = JOY_BUTTON_3, JOY_XBOX_A = JOY_BUTTON_0, JOY_XBOX_B = JOY_BUTTON_1, JOY_XBOX_X = JOY_BUTTON_2, JOY_XBOX_Y = JOY_BUTTON_3, JOY_DS_A = JOY_BUTTON_1, JOY_DS_B = JOY_BUTTON_0, JOY_DS_X = JOY_BUTTON_3, JOY_DS_Y = JOY_BUTTON_2, JOY_WII_C = JOY_BUTTON_5, JOY_WII_Z = JOY_BUTTON_6, JOY_WII_MINUS = JOY_BUTTON_9, JOY_WII_PLUS = JOY_BUTTON_10, // end of history JOY_AXIS_0 = 0, JOY_AXIS_1 = 1, JOY_AXIS_2 = 2, JOY_AXIS_3 = 3, JOY_AXIS_4 = 4, JOY_AXIS_5 = 5, JOY_AXIS_6 = 6, JOY_AXIS_7 = 7, JOY_AXIS_MAX = 8, JOY_ANALOG_LX = JOY_AXIS_0, JOY_ANALOG_LY = JOY_AXIS_1, JOY_ANALOG_RX = JOY_AXIS_2, JOY_ANALOG_RY = JOY_AXIS_3, JOY_ANALOG_L2 = JOY_AXIS_6, JOY_ANALOG_R2 = JOY_AXIS_7, }; /** * Input Modifier Status * for keyboard/mouse events. */ class InputEvent : public Resource { GDCLASS(InputEvent, Resource) uint32_t id; int device; protected: static void _bind_methods(); public: void set_id(uint32_t p_id); uint32_t get_id() const; void set_device(int p_device); int get_device() const; virtual bool is_pressed() const; virtual bool is_action(const StringName &p_action) const; virtual bool is_action_pressed(const StringName &p_action) const; virtual bool is_action_released(const StringName &p_action) const; virtual bool is_echo() const; virtual String as_text() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; virtual bool action_match(const Ref &p_event) const; virtual bool is_action_type() const; InputEvent(); }; class InputEventWithModifiers : public InputEvent { GDCLASS(InputEventWithModifiers, InputEvent) bool shift; bool alt; #ifdef APPLE_STYLE_KEYS union { bool command; bool meta; //< windows/mac key }; bool control; #else union { bool command; //< windows/mac key bool control; }; bool meta; //< windows/mac key #endif protected: static void _bind_methods(); public: void set_shift(bool p_enabled); bool get_shift() const; void set_alt(bool p_enabled); bool get_alt() const; void set_control(bool p_enabled); bool get_control() const; void set_metakey(bool p_enabled); bool get_metakey() const; void set_command(bool p_enabled); bool get_command() const; InputEventWithModifiers(); }; class InputEventKey : public InputEventWithModifiers { GDCLASS(InputEventKey, InputEventWithModifiers) bool pressed; /// otherwise release uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks uint32_t unicode; ///unicode bool echo; /// true if this is an echo key protected: static void _bind_methods(); public: void set_pressed(bool p_pressed); bool is_pressed(); void set_scancode(uint32_t p_scancode); uint32_t get_scancode() const; void set_unicode(uint32_t p_unicode); uint32_t get_unicode() const; void set_echo(bool p_enable); bool is_echo() const; uint32_t get_scancode_with_modifiers() const; virtual bool action_match(const Ref &p_event) const; virtual bool is_action_type() const { return true; } InputEventKey(); }; class InputEventMouse : public InputEventWithModifiers { GDCLASS(InputEventMouse, InputEventWithModifiers) int button_mask; Vector2 pos; Vector2 global_pos; protected: static void _bind_methods(); public: void set_button_mask(int p_mask); int get_button_mask() const; void set_pos(const Vector2 &p_pos); Vector2 get_pos() const; void set_global_pos(const Vector2 &p_global_pos); Vector2 get_global_pos() const; InputEventMouse(); }; class InputEventMouseButton : public InputEventMouse { GDCLASS(InputEventMouseButton, InputEventMouse) float factor; int button_index; bool pressed; //otherwise released bool doubleclick; //last even less than doubleclick time protected: static void _bind_methods(); public: void set_factor(float p_factor); float get_factor(); void set_button_index(int p_index); int get_button_index() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const; void set_doubleclick(bool p_doubleclick); bool is_doubleclick() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; virtual bool action_match(const Ref &p_event) const; virtual bool is_action_type() const { return true; } InputEventMouseButton(); }; class InputEventMouseMotion : public InputEventMouse { GDCLASS(InputEventMouseMotion, InputEventMouse) Vector2 relative; Vector2 speed; protected: static void _bind_methods(); public: void set_relative(const Vector2 &p_relative); Vector2 get_relative() const; void set_speed(const Vector2 &p_speed); Vector2 get_speed() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; InputEventMouseMotion(); }; class InputEventJoypadMotion : public InputEvent { GDCLASS(InputEventJoypadMotion, InputEvent) int axis; ///< Joypad axis float axis_value; ///< -1 to 1 protected: static void _bind_methods(); public: void set_axis(int p_axis); int get_axis() const; void set_axis_value(float p_value); float get_axis_value() const; virtual bool action_match(const Ref &p_event) const; virtual bool is_action_type() const { return true; } InputEventJoypadMotion(); }; class InputEventJoypadButton : public InputEvent { GDCLASS(InputEventJoypadButton, InputEvent) int button_index; bool pressed; float pressure; //0 to 1 protected: static void _bind_methods(); public: void set_button_index(int p_index); int get_button_index() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const; void set_pressure(float p_pressure); float get_pressure() const; virtual bool action_match(const Ref &p_event) const; virtual bool is_action_type() const { return true; } InputEventJoypadButton(); }; class InputEventScreenTouch : public InputEvent { GDCLASS(InputEventScreenTouch, InputEvent) int index; Vector2 pos; bool pressed; protected: static void _bind_methods(); public: void set_index(int p_index); int get_index() const; void set_pos(const Vector2 &p_pos); Vector2 get_pos() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; InputEventScreenTouch(); }; class InputEventScreenDrag : public InputEvent { GDCLASS(InputEventScreenDrag, InputEvent) int index; Vector2 pos; Vector2 relative; Vector2 speed; protected: static void _bind_methods(); public: void set_index(int p_index); int get_index() const; void set_pos(const Vector2 &p_pos); Vector2 get_pos() const; void set_relative(const Vector2 &p_relative); Vector2 get_relative() const; void set_speed(const Vector2 &p_speed); Vector2 get_speed() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; InputEventScreenDrag(); }; class InputEventAction : public InputEvent { GDCLASS(InputEventAction, InputEvent) StringName action; bool pressed; protected: static void _bind_methods(); public: void set_action(const StringName &p_action); StringName get_action() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const; virtual bool is_action(const StringName &p_action) const; virtual bool is_action_type() const { return true; } InputEventAction(); }; #endif