godot/core/input/input_event.h

616 lines
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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 "core/math/transform_2d.h"
#include "core/os/copymem.h"
#include "core/resource.h"
#include "core/typedefs.h"
#include "core/ustring.h"
/**
* Input Event classes. These are used in the main loop.
* The events are pretty obvious.
*/
enum ButtonList {
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_XBUTTON1 = 8,
BUTTON_XBUTTON2 = 9,
BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),
BUTTON_MASK_XBUTTON1 = (1 << (BUTTON_XBUTTON1 - 1)),
BUTTON_MASK_XBUTTON2 = (1 << (BUTTON_XBUTTON2 - 1))
};
enum JoyButtonList {
JOY_INVALID_BUTTON = -1,
// SDL Buttons
JOY_BUTTON_A = 0,
JOY_BUTTON_B = 1,
JOY_BUTTON_X = 2,
JOY_BUTTON_Y = 3,
JOY_BUTTON_BACK = 4,
JOY_BUTTON_GUIDE = 5,
JOY_BUTTON_START = 6,
JOY_BUTTON_LEFT_STICK = 7,
JOY_BUTTON_RIGHT_STICK = 8,
JOY_BUTTON_LEFT_SHOULDER = 9,
JOY_BUTTON_RIGHT_SHOULDER = 10,
JOY_BUTTON_DPAD_UP = 11,
JOY_BUTTON_DPAD_DOWN = 12,
JOY_BUTTON_DPAD_LEFT = 13,
JOY_BUTTON_DPAD_RIGHT = 14,
JOY_SDL_BUTTONS = 15,
// Sony Buttons
JOY_SONY_X = JOY_BUTTON_A,
JOY_SONY_CROSS = JOY_BUTTON_A,
JOY_SONY_CIRCLE = JOY_BUTTON_B,
JOY_SONY_SQUARE = JOY_BUTTON_X,
JOY_SONY_TRIANGLE = JOY_BUTTON_Y,
JOY_SONY_SELECT = JOY_BUTTON_BACK,
JOY_SONY_START = JOY_BUTTON_START,
JOY_SONY_PS = JOY_BUTTON_GUIDE,
JOY_SONY_L1 = JOY_BUTTON_LEFT_SHOULDER,
JOY_SONY_R1 = JOY_BUTTON_RIGHT_SHOULDER,
JOY_SONY_L3 = JOY_BUTTON_LEFT_STICK,
JOY_SONY_R3 = JOY_BUTTON_RIGHT_STICK,
// Xbox Buttons
JOY_XBOX_A = JOY_BUTTON_A,
JOY_XBOX_B = JOY_BUTTON_B,
JOY_XBOX_X = JOY_BUTTON_X,
JOY_XBOX_Y = JOY_BUTTON_Y,
JOY_XBOX_BACK = JOY_BUTTON_BACK,
JOY_XBOX_START = JOY_BUTTON_START,
JOY_XBOX_HOME = JOY_BUTTON_GUIDE,
JOY_XBOX_LS = JOY_BUTTON_LEFT_STICK,
JOY_XBOX_RS = JOY_BUTTON_RIGHT_STICK,
JOY_XBOX_LB = JOY_BUTTON_LEFT_SHOULDER,
JOY_XBOX_RB = JOY_BUTTON_RIGHT_SHOULDER,
JOY_BUTTON_MAX = 36 // Apparently Android supports up to 36 buttons.
};
enum JoyAxisList {
JOY_INVALID_AXIS = -1,
// SDL Axes
JOY_AXIS_LEFT_X = 0,
JOY_AXIS_LEFT_Y = 1,
JOY_AXIS_RIGHT_X = 2,
JOY_AXIS_RIGHT_Y = 3,
JOY_AXIS_TRIGGER_LEFT = 4,
JOY_AXIS_TRIGGER_RIGHT = 5,
JOY_SDL_AXES = 6,
// Joystick axes.
JOY_AXIS_0_X = 0,
JOY_AXIS_0_Y = 1,
JOY_AXIS_1_X = 2,
JOY_AXIS_1_Y = 3,
JOY_AXIS_2_X = 4,
JOY_AXIS_2_Y = 5,
JOY_AXIS_3_X = 6,
JOY_AXIS_3_Y = 7,
JOY_AXIS_4_X = 8,
JOY_AXIS_4_Y = 9,
JOY_AXIS_MAX = 10 // OpenVR supports up to 5 Joysticks making a total of 10 axes.
};
enum MidiMessageList {
MIDI_MESSAGE_NOTE_OFF = 0x8,
MIDI_MESSAGE_NOTE_ON = 0x9,
MIDI_MESSAGE_AFTERTOUCH = 0xA,
MIDI_MESSAGE_CONTROL_CHANGE = 0xB,
MIDI_MESSAGE_PROGRAM_CHANGE = 0xC,
MIDI_MESSAGE_CHANNEL_PRESSURE = 0xD,
MIDI_MESSAGE_PITCH_BEND = 0xE,
};
/**
* 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_TOUCH_MOUSE;
static const int DEVICE_ID_INTERNAL;
void set_device(int p_device);
int get_device() const;
bool is_action(const StringName &p_action) const;
bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false) const;
bool is_action_released(const StringName &p_action) const;
float get_action_strength(const StringName &p_action) 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;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) 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);
bool shift = false;
bool alt = false;
#ifdef APPLE_STYLE_KEYS
union {
bool command;
bool meta = false; //< windows/mac key
};
bool control = false;
#else
union {
bool command; //< windows/mac key
bool control = false;
};
bool meta = false; //< 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;
void set_modifiers_from_event(const InputEventWithModifiers *event);
InputEventWithModifiers() {}
};
class InputEventKey : public InputEventWithModifiers {
GDCLASS(InputEventKey, InputEventWithModifiers);
bool pressed = false; /// otherwise release
uint32_t keycode = 0; ///< check keyboard.h , KeyCode enum, without modifier masks
uint32_t physical_keycode = 0;
uint32_t unicode = 0; ///unicode
bool echo = false; /// true if this is an echo key
protected:
static void _bind_methods();
public:
void set_pressed(bool p_pressed);
virtual bool is_pressed() const;
void set_keycode(uint32_t p_keycode);
uint32_t get_keycode() const;
void set_physical_keycode(uint32_t p_keycode);
uint32_t get_physical_keycode() const;
void set_unicode(uint32_t p_unicode);
uint32_t get_unicode() const;
void set_echo(bool p_enable);
virtual bool is_echo() const;
uint32_t get_keycode_with_modifiers() const;
uint32_t get_physical_keycode_with_modifiers() const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
InputEventKey() {}
};
class InputEventMouse : public InputEventWithModifiers {
GDCLASS(InputEventMouse, InputEventWithModifiers);
int button_mask = 0;
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_position(const Vector2 &p_pos);
Vector2 get_position() const;
void set_global_position(const Vector2 &p_global_pos);
Vector2 get_global_position() const;
InputEventMouse() {}
};
class InputEventMouseButton : public InputEventMouse {
GDCLASS(InputEventMouseButton, InputEventMouse);
float factor = 1;
int button_index = 0;
bool pressed = false; //otherwise released
bool doubleclick = false; //last even less than doubleclick time
protected:
static void _bind_methods();
public:
void set_factor(float p_factor);
float get_factor() const;
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<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
InputEventMouseButton() {}
};
class InputEventMouseMotion : public InputEventMouse {
GDCLASS(InputEventMouseMotion, InputEventMouse);
Vector2 tilt;
float pressure = 0;
Vector2 relative;
Vector2 speed;
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_relative(const Vector2 &p_relative);
Vector2 get_relative() const;
void set_speed(const Vector2 &p_speed);
Vector2 get_speed() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual String as_text() const;
virtual bool accumulate(const Ref<InputEvent> &p_event);
InputEventMouseMotion() {}
};
class InputEventJoypadMotion : public InputEvent {
GDCLASS(InputEventJoypadMotion, InputEvent);
int axis = 0; ///< Joypad axis
float axis_value = 0; ///< -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 is_pressed() const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
InputEventJoypadMotion() {}
};
class InputEventJoypadButton : public InputEvent {
GDCLASS(InputEventJoypadButton, InputEvent);
int button_index = 0;
bool pressed = false;
float pressure = 0; //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<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
InputEventJoypadButton() {}
};
class InputEventScreenTouch : public InputEventFromWindow {
GDCLASS(InputEventScreenTouch, InputEventFromWindow);
int index = 0;
Vector2 pos;
bool pressed = 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);
virtual bool is_pressed() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual String as_text() const;
InputEventScreenTouch() {}
};
class InputEventScreenDrag : public InputEventFromWindow {
GDCLASS(InputEventScreenDrag, InputEventFromWindow);
int index = 0;
Vector2 pos;
Vector2 relative;
Vector2 speed;
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_relative(const Vector2 &p_relative);
Vector2 get_relative() const;
void set_speed(const Vector2 &p_speed);
Vector2 get_speed() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual String as_text() const;
InputEventScreenDrag() {}
};
class InputEventAction : public InputEvent {
GDCLASS(InputEventAction, InputEvent);
StringName action;
bool pressed = false;
float strength = 1.0f;
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;
void set_strength(float p_strength);
float get_strength() const;
virtual bool is_action(const StringName &p_action) const;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
virtual String as_text() const;
InputEventAction() {}
};
class InputEventGesture : public InputEventWithModifiers {
GDCLASS(InputEventGesture, InputEventWithModifiers);
Vector2 pos;
protected:
static void _bind_methods();
public:
void set_position(const Vector2 &p_pos);
Vector2 get_position() const;
};
class InputEventMagnifyGesture : public InputEventGesture {
GDCLASS(InputEventMagnifyGesture, InputEventGesture);
real_t factor = 1.0;
protected:
static void _bind_methods();
public:
void set_factor(real_t p_factor);
real_t get_factor() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual String as_text() const;
InputEventMagnifyGesture() {}
};
class InputEventPanGesture : public InputEventGesture {
GDCLASS(InputEventPanGesture, InputEventGesture);
Vector2 delta;
protected:
static void _bind_methods();
public:
void set_delta(const Vector2 &p_delta);
Vector2 get_delta() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
virtual String as_text() const;
InputEventPanGesture() {}
};
class InputEventMIDI : public InputEvent {
GDCLASS(InputEventMIDI, InputEvent);
int channel = 0;
int message = 0;
int pitch = 0;
int velocity = 0;
int instrument = 0;
int pressure = 0;
int controller_number = 0;
int controller_value = 0;
protected:
static void _bind_methods();
public:
void set_channel(const int p_channel);
int get_channel() const;
void set_message(const int p_message);
int get_message() const;
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;
virtual String as_text() const;
InputEventMIDI() {}
};
#endif // INPUT_EVENT_H