godot/core/input/input_event.h

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/**************************************************************************/
/* input_event.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#ifndef INPUT_EVENT_H
#define INPUT_EVENT_H
#include "core/input/input_enums.h"
#include "core/io/resource.h"
#include "core/math/transform_2d.h"
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#include "core/os/keyboard.h"
#include "core/string/ustring.h"
#include "core/typedefs.h"
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/**
* Input Event classes. These are used in the main loop.
* The events are pretty obvious.
*/
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class Shortcut;
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/**
* Input Modifier Status
* for keyboard/mouse events.
*/
class InputEvent : public Resource {
GDCLASS(InputEvent, Resource);
int device = 0;
protected:
static void _bind_methods();
public:
static const int DEVICE_ID_EMULATION;
static const int DEVICE_ID_INTERNAL;
void set_device(int p_device);
int get_device() const;
bool is_action(const StringName &p_action, bool p_exact_match = false) const;
bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false, bool p_exact_match = false) const;
bool is_action_released(const StringName &p_action, bool p_exact_match = false) const;
float get_action_strength(const StringName &p_action, bool p_exact_match = false) const;
float get_action_raw_strength(const StringName &p_action, bool p_exact_match = false) const;
// To be removed someday, since they do not make sense for all events
virtual bool is_pressed() const;
virtual bool is_echo() const;
virtual String as_text() const = 0;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const;
virtual bool is_action_type() const;
virtual bool accumulate(const Ref<InputEvent> &p_event) { return false; }
InputEvent() {}
};
class InputEventFromWindow : public InputEvent {
GDCLASS(InputEventFromWindow, InputEvent);
int64_t window_id = 0;
protected:
static void _bind_methods();
public:
void set_window_id(int64_t p_id);
int64_t get_window_id() const;
InputEventFromWindow() {}
};
class InputEventWithModifiers : public InputEventFromWindow {
GDCLASS(InputEventWithModifiers, InputEventFromWindow);
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bool command_or_control_autoremap = false;
bool shift_pressed = false;
bool alt_pressed = false;
bool meta_pressed = false; // "Command" on macOS, "Meta/Win" key on other platforms.
bool ctrl_pressed = false;
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protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_command_or_control_autoremap(bool p_enabled);
bool is_command_or_control_autoremap() const;
bool is_command_or_control_pressed() const;
void set_shift_pressed(bool p_pressed);
bool is_shift_pressed() const;
void set_alt_pressed(bool p_pressed);
bool is_alt_pressed() const;
void set_ctrl_pressed(bool p_pressed);
bool is_ctrl_pressed() const;
void set_meta_pressed(bool p_pressed);
bool is_meta_pressed() const;
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void set_modifiers_from_event(const InputEventWithModifiers *event);
BitField<KeyModifierMask> get_modifiers_mask() const;
virtual String as_text() const override;
virtual String to_string() override;
InputEventWithModifiers() {}
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};
class InputEventKey : public InputEventWithModifiers {
GDCLASS(InputEventKey, InputEventWithModifiers);
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bool pressed = false; /// otherwise release
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Key keycode = Key::NONE; // Key enum, without modifier masks.
Key physical_keycode = Key::NONE;
Key key_label = Key::NONE;
uint32_t unicode = 0; ///unicode
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bool echo = false; /// true if this is an echo key
protected:
static void _bind_methods();
public:
void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_keycode(Key p_keycode);
Key get_keycode() const;
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void set_physical_keycode(Key p_keycode);
Key get_physical_keycode() const;
void set_key_label(Key p_key_label);
Key get_key_label() const;
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void set_unicode(char32_t p_unicode);
char32_t get_unicode() const;
void set_echo(bool p_enable);
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virtual bool is_echo() const override;
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Key get_keycode_with_modifiers() const;
Key get_physical_keycode_with_modifiers() const;
Key get_key_label_with_modifiers() const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
virtual String as_text_physical_keycode() const;
virtual String as_text_keycode() const;
virtual String as_text_key_label() const;
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virtual String as_text() const override;
virtual String to_string() override;
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static Ref<InputEventKey> create_reference(Key p_keycode_with_modifier_masks);
InputEventKey() {}
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};
class InputEventMouse : public InputEventWithModifiers {
GDCLASS(InputEventMouse, InputEventWithModifiers);
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BitField<MouseButtonMask> button_mask;
Vector2 pos;
Vector2 global_pos;
protected:
static void _bind_methods();
public:
void set_button_mask(BitField<MouseButtonMask> p_mask);
BitField<MouseButtonMask> get_button_mask() const;
void set_position(const Vector2 &p_pos);
Vector2 get_position() const;
void set_global_position(const Vector2 &p_global_pos);
Vector2 get_global_position() const;
InputEventMouse() {}
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};
class InputEventMouseButton : public InputEventMouse {
GDCLASS(InputEventMouseButton, InputEventMouse);
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float factor = 1;
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MouseButton button_index = MouseButton::NONE;
bool pressed = false; //otherwise released
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bool double_click = false; //last even less than double click time
protected:
static void _bind_methods();
public:
void set_factor(float p_factor);
float get_factor() const;
void set_button_index(MouseButton p_index);
MouseButton get_button_index() const;
void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_double_click(bool p_double_click);
bool is_double_click() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
virtual String as_text() const override;
virtual String to_string() override;
InputEventMouseButton() {}
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};
class InputEventMouseMotion : public InputEventMouse {
GDCLASS(InputEventMouseMotion, InputEventMouse);
Vector2 tilt;
float pressure = 0;
Vector2 relative;
Vector2 velocity;
bool pen_inverted = false;
protected:
static void _bind_methods();
public:
void set_tilt(const Vector2 &p_tilt);
Vector2 get_tilt() const;
void set_pressure(float p_pressure);
float get_pressure() const;
void set_pen_inverted(bool p_inverted);
bool get_pen_inverted() const;
void set_relative(const Vector2 &p_relative);
Vector2 get_relative() const;
void set_velocity(const Vector2 &p_velocity);
Vector2 get_velocity() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual String as_text() const override;
virtual String to_string() override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
InputEventMouseMotion() {}
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};
class InputEventJoypadMotion : public InputEvent {
GDCLASS(InputEventJoypadMotion, InputEvent);
JoyAxis axis = (JoyAxis)0; ///< Joypad axis
float axis_value = 0; ///< -1 to 1
protected:
static void _bind_methods();
public:
void set_axis(JoyAxis p_axis);
JoyAxis get_axis() const;
void set_axis_value(float p_value);
float get_axis_value() const;
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virtual bool is_pressed() const override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
virtual String as_text() const override;
virtual String to_string() override;
InputEventJoypadMotion() {}
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};
class InputEventJoypadButton : public InputEvent {
GDCLASS(InputEventJoypadButton, InputEvent);
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JoyButton button_index = (JoyButton)0;
bool pressed = false;
float pressure = 0; //0 to 1
protected:
static void _bind_methods();
public:
void set_button_index(JoyButton p_index);
JoyButton get_button_index() const;
void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
void set_pressure(float p_pressure);
float get_pressure() const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
virtual String to_string() override;
static Ref<InputEventJoypadButton> create_reference(JoyButton p_btn_index);
InputEventJoypadButton() {}
};
class InputEventScreenTouch : public InputEventFromWindow {
GDCLASS(InputEventScreenTouch, InputEventFromWindow);
int index = 0;
Vector2 pos;
bool pressed = false;
bool double_tap = false;
protected:
static void _bind_methods();
public:
void set_index(int p_index);
int get_index() const;
void set_position(const Vector2 &p_pos);
Vector2 get_position() const;
void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
void set_double_tap(bool p_double_tap);
bool is_double_tap() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual String as_text() const override;
virtual String to_string() override;
InputEventScreenTouch() {}
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};
class InputEventScreenDrag : public InputEventFromWindow {
GDCLASS(InputEventScreenDrag, InputEventFromWindow);
int index = 0;
Vector2 pos;
Vector2 relative;
Vector2 velocity;
Vector2 tilt;
float pressure = 0;
bool pen_inverted = false;
protected:
static void _bind_methods();
public:
void set_index(int p_index);
int get_index() const;
void set_tilt(const Vector2 &p_tilt);
Vector2 get_tilt() const;
void set_pressure(float p_pressure);
float get_pressure() const;
void set_pen_inverted(bool p_inverted);
bool get_pen_inverted() const;
void set_position(const Vector2 &p_pos);
Vector2 get_position() const;
void set_relative(const Vector2 &p_relative);
Vector2 get_relative() const;
void set_velocity(const Vector2 &p_velocity);
Vector2 get_velocity() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual String as_text() const override;
virtual String to_string() override;
virtual bool accumulate(const Ref<InputEvent> &p_event) override;
InputEventScreenDrag() {}
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};
class InputEventAction : public InputEvent {
GDCLASS(InputEventAction, InputEvent);
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StringName action;
bool pressed = false;
float strength = 1.0f;
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protected:
static void _bind_methods();
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public:
void set_action(const StringName &p_action);
StringName get_action() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_strength(float p_strength);
float get_strength() const;
virtual bool is_action(const StringName &p_action) const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool p_exact_match, float p_deadzone, bool *r_pressed, float *r_strength, float *r_raw_strength) const override;
virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
virtual String to_string() override;
InputEventAction() {}
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};
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class InputEventGesture : public InputEventWithModifiers {
GDCLASS(InputEventGesture, InputEventWithModifiers);
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Vector2 pos;
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protected:
static void _bind_methods();
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public:
void set_position(const Vector2 &p_pos);
Vector2 get_position() const;
};
class InputEventMagnifyGesture : public InputEventGesture {
GDCLASS(InputEventMagnifyGesture, InputEventGesture);
real_t factor = 1.0;
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protected:
static void _bind_methods();
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public:
void set_factor(real_t p_factor);
real_t get_factor() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual String as_text() const override;
virtual String to_string() override;
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InputEventMagnifyGesture() {}
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};
class InputEventPanGesture : public InputEventGesture {
GDCLASS(InputEventPanGesture, InputEventGesture);
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Vector2 delta;
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protected:
static void _bind_methods();
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public:
void set_delta(const Vector2 &p_delta);
Vector2 get_delta() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual String as_text() const override;
virtual String to_string() override;
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InputEventPanGesture() {}
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};
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class InputEventMIDI : public InputEvent {
GDCLASS(InputEventMIDI, InputEvent);
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int channel = 0;
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MIDIMessage message = MIDIMessage::NONE;
int pitch = 0;
int velocity = 0;
int instrument = 0;
int pressure = 0;
int controller_number = 0;
int controller_value = 0;
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protected:
static void _bind_methods();
public:
void set_channel(const int p_channel);
int get_channel() const;
void set_message(const MIDIMessage p_message);
MIDIMessage get_message() const;
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void set_pitch(const int p_pitch);
int get_pitch() const;
void set_velocity(const int p_velocity);
int get_velocity() const;
void set_instrument(const int p_instrument);
int get_instrument() const;
void set_pressure(const int p_pressure);
int get_pressure() const;
void set_controller_number(const int p_controller_number);
int get_controller_number() const;
void set_controller_value(const int p_controller_value);
int get_controller_value() const;
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virtual String as_text() const override;
virtual String to_string() override;
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InputEventMIDI() {}
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};
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class InputEventShortcut : public InputEvent {
GDCLASS(InputEventShortcut, InputEvent);
Ref<Shortcut> shortcut;
protected:
static void _bind_methods();
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public:
void set_shortcut(Ref<Shortcut> p_shortcut);
Ref<Shortcut> get_shortcut();
virtual bool is_pressed() const override;
virtual String as_text() const override;
virtual String to_string() override;
};
#endif // INPUT_EVENT_H