godot/core/os/input_event.h
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

299 lines
7.1 KiB
C++

/*************************************************************************/
/* input_event.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "typedefs.h"
#include "ustring.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
/**
* 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,
// a little history about game controllers (who copied who)
JOY_SNES_B = JOY_BUTTON_0,
JOY_SNES_A = JOY_BUTTON_1,
JOY_SNES_Y = JOY_BUTTON_2,
JOY_SNES_X = JOY_BUTTON_3,
JOY_SONY_CIRCLE = JOY_SNES_A,
JOY_SONY_X = JOY_SNES_B,
JOY_SONY_SQUARE = JOY_SNES_Y,
JOY_SONY_TRIANGLE = JOY_SNES_X,
JOY_SEGA_B = JOY_SNES_A,
JOY_SEGA_A = JOY_SNES_B,
JOY_SEGA_X = JOY_SNES_Y,
JOY_SEGA_Y = JOY_SNES_X,
JOY_XBOX_B = JOY_SEGA_B,
JOY_XBOX_A = JOY_SEGA_A,
JOY_XBOX_X = JOY_SEGA_X,
JOY_XBOX_Y = JOY_SEGA_Y,
JOY_DS_A = JOY_SNES_A,
JOY_DS_B = JOY_SNES_B,
JOY_DS_X = JOY_SNES_X,
JOY_DS_Y = JOY_SNES_Y,
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_0_X = JOY_AXIS_0,
JOY_ANALOG_0_Y = JOY_AXIS_1,
JOY_ANALOG_1_X = JOY_AXIS_2,
JOY_ANALOG_1_Y = JOY_AXIS_3,
JOY_ANALOG_2_X = JOY_AXIS_4,
JOY_ANALOG_2_Y = JOY_AXIS_5,
JOY_ANALOG_L2 = JOY_AXIS_6,
JOY_ANALOG_R2 = JOY_AXIS_7,
};
/**
* Input Modifier Status
* for keyboard/mouse events.
*/
struct InputModifierState {
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
bool operator==(const InputModifierState &rvalue) const {
return ((shift == rvalue.shift) && (alt == rvalue.alt) && (control == rvalue.control) && (meta == rvalue.meta));
}
};
struct InputEventKey {
InputModifierState mod;
bool pressed; /// otherwise release
uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks
uint32_t unicode; ///unicode
uint32_t get_scancode_with_modifiers() const;
bool echo; /// true if this is an echo key
};
struct InputEventMouse {
InputModifierState mod;
int button_mask;
int x, y;
int global_x, global_y;
int pointer_index;
};
struct InputEventMouseButton : public InputEventMouse {
double factor;
int button_index;
bool pressed; //otherwise released
bool doubleclick; //last even less than doubleclick time
};
struct InputEventMouseMotion : public InputEventMouse {
int relative_x, relative_y;
float speed_x, speed_y;
};
struct InputEventJoystickMotion {
int axis; ///< Joystick axis
float axis_value; ///< -1 to 1
};
struct InputEventJoystickButton {
int button_index;
bool pressed;
float pressure; //0 to 1
};
struct InputEventScreenTouch {
int index;
int x, y;
bool pressed;
};
struct InputEventScreenDrag {
int index;
int x, y;
int relative_x, relative_y;
float speed_x, speed_y;
};
struct InputEventAction {
int action;
bool pressed;
};
struct InputEvent {
enum Type {
NONE,
KEY,
MOUSE_MOTION,
MOUSE_BUTTON,
JOYSTICK_MOTION,
JOYSTICK_BUTTON,
SCREEN_TOUCH,
SCREEN_DRAG,
ACTION,
TYPE_MAX
};
uint32_t ID;
int type;
int device;
union {
InputEventMouseMotion mouse_motion;
InputEventMouseButton mouse_button;
InputEventJoystickMotion joy_motion;
InputEventJoystickButton joy_button;
InputEventKey key;
InputEventScreenTouch screen_touch;
InputEventScreenDrag screen_drag;
InputEventAction action;
};
bool is_pressed() const;
bool is_action(const String &p_action) const;
bool is_action_pressed(const String &p_action) const;
bool is_action_released(const String &p_action) const;
bool is_echo() const;
void set_as_action(const String &p_action, bool p_pressed);
InputEvent xform_by(const Matrix32 &p_xform) const;
bool operator==(const InputEvent &p_event) const;
operator String() const;
InputEvent() {
zeromem(this, sizeof(InputEvent));
mouse_button.factor = 1;
}
};
#endif