godot/core/os/input.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

147 lines
6.1 KiB
C++

/*************************************************************************/
/* input.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_H
#define INPUT_H
#include "core/object.h"
#include "core/os/main_loop.h"
#include "core/os/thread_safe.h"
class Input : public Object {
GDCLASS(Input, Object);
static Input *singleton;
protected:
static void _bind_methods();
public:
enum MouseMode {
MOUSE_MODE_VISIBLE,
MOUSE_MODE_HIDDEN,
MOUSE_MODE_CAPTURED,
MOUSE_MODE_CONFINED
};
#undef CursorShape
enum CursorShape {
CURSOR_ARROW,
CURSOR_IBEAM,
CURSOR_POINTING_HAND,
CURSOR_CROSS,
CURSOR_WAIT,
CURSOR_BUSY,
CURSOR_DRAG,
CURSOR_CAN_DROP,
CURSOR_FORBIDDEN,
CURSOR_VSIZE,
CURSOR_HSIZE,
CURSOR_BDIAGSIZE,
CURSOR_FDIAGSIZE,
CURSOR_MOVE,
CURSOR_VSPLIT,
CURSOR_HSPLIT,
CURSOR_HELP,
CURSOR_MAX
};
void set_mouse_mode(MouseMode p_mode);
MouseMode get_mouse_mode() const;
static Input *get_singleton();
virtual bool is_key_pressed(int p_scancode) const = 0;
virtual bool is_mouse_button_pressed(int p_button) const = 0;
virtual bool is_joy_button_pressed(int p_device, int p_button) const = 0;
virtual bool is_action_pressed(const StringName &p_action) const = 0;
virtual bool is_action_just_pressed(const StringName &p_action) const = 0;
virtual bool is_action_just_released(const StringName &p_action) const = 0;
virtual float get_action_strength(const StringName &p_action) const = 0;
virtual float get_joy_axis(int p_device, int p_axis) const = 0;
virtual String get_joy_name(int p_idx) = 0;
virtual Array get_connected_joypads() = 0;
virtual void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) = 0;
virtual void add_joy_mapping(String p_mapping, bool p_update_existing = false) = 0;
virtual void remove_joy_mapping(String p_guid) = 0;
virtual bool is_joy_known(int p_device) = 0;
virtual String get_joy_guid(int p_device) const = 0;
virtual Vector2 get_joy_vibration_strength(int p_device) = 0;
virtual float get_joy_vibration_duration(int p_device) = 0;
virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0;
virtual void start_joy_vibration(int p_device, float p_weak_magnitude, float p_strong_magnitude, float p_duration = 0) = 0;
virtual void stop_joy_vibration(int p_device) = 0;
virtual void vibrate_handheld(int p_duration_ms = 500) = 0;
virtual Point2 get_mouse_position() const = 0;
virtual Point2 get_last_mouse_speed() const = 0;
virtual int get_mouse_button_mask() const = 0;
virtual void warp_mouse_position(const Vector2 &p_to) = 0;
virtual Point2i warp_mouse_motion(const Ref<InputEventMouseMotion> &p_motion, const Rect2 &p_rect) = 0;
virtual Vector3 get_gravity() const = 0;
virtual Vector3 get_accelerometer() const = 0;
virtual Vector3 get_magnetometer() const = 0;
virtual Vector3 get_gyroscope() const = 0;
virtual void action_press(const StringName &p_action, float p_strength = 1.f) = 0;
virtual void action_release(const StringName &p_action) = 0;
void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const;
virtual bool is_emulating_touch_from_mouse() const = 0;
virtual bool is_emulating_mouse_from_touch() const = 0;
virtual CursorShape get_default_cursor_shape() const = 0;
virtual void set_default_cursor_shape(CursorShape p_shape) = 0;
virtual CursorShape get_current_cursor_shape() const = 0;
virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape = CURSOR_ARROW, const Vector2 &p_hotspot = Vector2()) = 0;
virtual String get_joy_button_string(int p_button) = 0;
virtual String get_joy_axis_string(int p_axis) = 0;
virtual int get_joy_button_index_from_string(String p_button) = 0;
virtual int get_joy_axis_index_from_string(String p_axis) = 0;
virtual void parse_input_event(const Ref<InputEvent> &p_event) = 0;
virtual void accumulate_input_event(const Ref<InputEvent> &p_event) = 0;
virtual void flush_accumulated_events() = 0;
virtual void set_use_accumulated_input(bool p_enable) = 0;
Input();
};
VARIANT_ENUM_CAST(Input::MouseMode);
VARIANT_ENUM_CAST(Input::CursorShape);
#endif // INPUT_H