Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
Ported from 304a1f5b5a
(#7864).
Fixes #492 and #3913.
297 lines
7.1 KiB
C++
297 lines
7.1 KiB
C++
/*************************************************************************/
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/* input_event.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef INPUT_EVENT_H
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#define INPUT_EVENT_H
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#include "math_2d.h"
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#include "os/copymem.h"
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#include "typedefs.h"
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#include "ustring.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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/**
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* Input Event classes. These are used in the main loop.
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* The events are pretty obvious.
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*/
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enum {
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BUTTON_LEFT = 1,
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BUTTON_RIGHT = 2,
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BUTTON_MIDDLE = 3,
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BUTTON_WHEEL_UP = 4,
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BUTTON_WHEEL_DOWN = 5,
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BUTTON_WHEEL_LEFT = 6,
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BUTTON_WHEEL_RIGHT = 7,
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BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
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BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
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BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),
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};
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enum {
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JOY_BUTTON_0 = 0,
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JOY_BUTTON_1 = 1,
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JOY_BUTTON_2 = 2,
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JOY_BUTTON_3 = 3,
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JOY_BUTTON_4 = 4,
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JOY_BUTTON_5 = 5,
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JOY_BUTTON_6 = 6,
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JOY_BUTTON_7 = 7,
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JOY_BUTTON_8 = 8,
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JOY_BUTTON_9 = 9,
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JOY_BUTTON_10 = 10,
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JOY_BUTTON_11 = 11,
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JOY_BUTTON_12 = 12,
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JOY_BUTTON_13 = 13,
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JOY_BUTTON_14 = 14,
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JOY_BUTTON_15 = 15,
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JOY_BUTTON_MAX = 16,
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JOY_L = JOY_BUTTON_4,
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JOY_R = JOY_BUTTON_5,
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JOY_L2 = JOY_BUTTON_6,
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JOY_R2 = JOY_BUTTON_7,
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JOY_L3 = JOY_BUTTON_8,
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JOY_R3 = JOY_BUTTON_9,
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JOY_SELECT = JOY_BUTTON_10,
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JOY_START = JOY_BUTTON_11,
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JOY_DPAD_UP = JOY_BUTTON_12,
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JOY_DPAD_DOWN = JOY_BUTTON_13,
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JOY_DPAD_LEFT = JOY_BUTTON_14,
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JOY_DPAD_RIGHT = JOY_BUTTON_15,
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// a little history about game controllers (who copied who)
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JOY_SNES_B = JOY_BUTTON_0,
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JOY_SNES_A = JOY_BUTTON_1,
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JOY_SNES_Y = JOY_BUTTON_2,
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JOY_SNES_X = JOY_BUTTON_3,
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JOY_SONY_CIRCLE = JOY_SNES_A,
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JOY_SONY_X = JOY_SNES_B,
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JOY_SONY_SQUARE = JOY_SNES_Y,
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JOY_SONY_TRIANGLE = JOY_SNES_X,
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JOY_SEGA_B = JOY_SNES_A,
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JOY_SEGA_A = JOY_SNES_B,
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JOY_SEGA_X = JOY_SNES_Y,
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JOY_SEGA_Y = JOY_SNES_X,
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JOY_XBOX_B = JOY_SEGA_B,
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JOY_XBOX_A = JOY_SEGA_A,
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JOY_XBOX_X = JOY_SEGA_X,
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JOY_XBOX_Y = JOY_SEGA_Y,
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JOY_DS_A = JOY_SNES_A,
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JOY_DS_B = JOY_SNES_B,
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JOY_DS_X = JOY_SNES_X,
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JOY_DS_Y = JOY_SNES_Y,
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JOY_WII_C = JOY_BUTTON_5,
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JOY_WII_Z = JOY_BUTTON_6,
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JOY_WII_MINUS = JOY_BUTTON_9,
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JOY_WII_PLUS = JOY_BUTTON_10,
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// end of history
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JOY_AXIS_0 = 0,
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JOY_AXIS_1 = 1,
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JOY_AXIS_2 = 2,
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JOY_AXIS_3 = 3,
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JOY_AXIS_4 = 4,
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JOY_AXIS_5 = 5,
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JOY_AXIS_6 = 6,
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JOY_AXIS_7 = 7,
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JOY_AXIS_MAX = 8,
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JOY_ANALOG_0_X = JOY_AXIS_0,
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JOY_ANALOG_0_Y = JOY_AXIS_1,
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JOY_ANALOG_1_X = JOY_AXIS_2,
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JOY_ANALOG_1_Y = JOY_AXIS_3,
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JOY_ANALOG_2_X = JOY_AXIS_4,
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JOY_ANALOG_2_Y = JOY_AXIS_5,
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JOY_ANALOG_L2 = JOY_AXIS_6,
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JOY_ANALOG_R2 = JOY_AXIS_7,
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};
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/**
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* Input Modifier Status
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* for keyboard/mouse events.
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*/
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struct InputModifierState {
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bool shift;
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bool alt;
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#ifdef APPLE_STYLE_KEYS
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union {
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bool command;
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bool meta; //< windows/mac key
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};
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bool control;
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#else
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union {
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bool command; //< windows/mac key
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bool control;
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};
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bool meta; //< windows/mac key
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#endif
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bool operator==(const InputModifierState &rvalue) const {
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return ((shift == rvalue.shift) && (alt == rvalue.alt) && (control == rvalue.control) && (meta == rvalue.meta));
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}
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};
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struct InputEventKey {
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InputModifierState mod;
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bool pressed; /// otherwise release
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uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks
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uint32_t unicode; ///unicode
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uint32_t get_scancode_with_modifiers() const;
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bool echo; /// true if this is an echo key
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};
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struct InputEventMouse {
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InputModifierState mod;
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int button_mask;
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int x, y;
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int global_x, global_y;
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int pointer_index;
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};
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struct InputEventMouseButton : public InputEventMouse {
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double factor;
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int button_index;
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bool pressed; //otherwise released
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bool doubleclick; //last even less than doubleclick time
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};
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struct InputEventMouseMotion : public InputEventMouse {
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int relative_x, relative_y;
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float speed_x, speed_y;
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};
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struct InputEventJoystickMotion {
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int axis; ///< Joystick axis
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float axis_value; ///< -1 to 1
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};
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struct InputEventJoystickButton {
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int button_index;
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bool pressed;
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float pressure; //0 to 1
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};
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struct InputEventScreenTouch {
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int index;
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int x, y;
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bool pressed;
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};
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struct InputEventScreenDrag {
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int index;
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int x, y;
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int relative_x, relative_y;
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float speed_x, speed_y;
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};
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struct InputEventAction {
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int action;
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bool pressed;
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};
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struct InputEvent {
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enum Type {
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NONE,
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KEY,
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MOUSE_MOTION,
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MOUSE_BUTTON,
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JOYSTICK_MOTION,
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JOYSTICK_BUTTON,
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SCREEN_TOUCH,
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SCREEN_DRAG,
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ACTION,
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TYPE_MAX
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};
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uint32_t ID;
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int type;
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int device;
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union {
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InputEventMouseMotion mouse_motion;
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InputEventMouseButton mouse_button;
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InputEventJoystickMotion joy_motion;
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InputEventJoystickButton joy_button;
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InputEventKey key;
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InputEventScreenTouch screen_touch;
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InputEventScreenDrag screen_drag;
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InputEventAction action;
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};
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bool is_pressed() const;
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bool is_action(const String &p_action) const;
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bool is_action_pressed(const String &p_action) const;
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bool is_action_released(const String &p_action) const;
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bool is_echo() const;
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void set_as_action(const String &p_action, bool p_pressed);
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InputEvent xform_by(const Matrix32 &p_xform) const;
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bool operator==(const InputEvent &p_event) const;
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operator String() const;
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InputEvent() {
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zeromem(this, sizeof(InputEvent));
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mouse_button.factor = 1;
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}
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};
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#endif
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