8406e60522
This adds a new enum `KeyLocation` and associated property `InputEventKey.location`, which indicates the left/right location of key events which may come from one of two physical keys, eg. Shift, Ctrl. It also adds simulation of missing Shift KEYUP events for Windows. When multiple Shifts are held down at the same time, Windows natively only sends a KEYUP for the last one to be released.
580 lines
17 KiB
C++
580 lines
17 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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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "core/input/input_enums.h"
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#include "core/io/resource.h"
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#include "core/math/transform_2d.h"
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#include "core/os/keyboard.h"
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#include "core/string/ustring.h"
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#include "core/typedefs.h"
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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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class Shortcut;
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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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class InputEvent : public Resource {
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GDCLASS(InputEvent, Resource);
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int device = 0;
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protected:
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bool canceled = false;
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bool pressed = false;
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static void _bind_methods();
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public:
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static const int DEVICE_ID_EMULATION;
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static const int DEVICE_ID_INTERNAL;
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void set_device(int p_device);
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int get_device() const;
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bool is_action(const StringName &p_action, bool p_exact_match = false) const;
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bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false, bool p_exact_match = false) const;
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bool is_action_released(const StringName &p_action, bool p_exact_match = false) const;
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float get_action_strength(const StringName &p_action, bool p_exact_match = false) const;
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float get_action_raw_strength(const StringName &p_action, bool p_exact_match = false) const;
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bool is_canceled() const;
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bool is_pressed() const;
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bool is_released() const;
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virtual bool is_echo() const;
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virtual String as_text() const = 0;
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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;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const;
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virtual bool is_action_type() const;
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virtual bool accumulate(const Ref<InputEvent> &p_event) { return false; }
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InputEvent() {}
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};
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class InputEventFromWindow : public InputEvent {
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GDCLASS(InputEventFromWindow, InputEvent);
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int64_t window_id = 0;
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protected:
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static void _bind_methods();
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public:
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void set_window_id(int64_t p_id);
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int64_t get_window_id() const;
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InputEventFromWindow() {}
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};
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class InputEventWithModifiers : public InputEventFromWindow {
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GDCLASS(InputEventWithModifiers, InputEventFromWindow);
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bool command_or_control_autoremap = false;
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bool shift_pressed = false;
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bool alt_pressed = false;
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bool meta_pressed = false; // "Command" on macOS, "Meta/Win" key on other platforms.
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bool ctrl_pressed = false;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_command_or_control_autoremap(bool p_enabled);
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bool is_command_or_control_autoremap() const;
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bool is_command_or_control_pressed() const;
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void set_shift_pressed(bool p_pressed);
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bool is_shift_pressed() const;
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void set_alt_pressed(bool p_pressed);
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bool is_alt_pressed() const;
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void set_ctrl_pressed(bool p_pressed);
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bool is_ctrl_pressed() const;
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void set_meta_pressed(bool p_pressed);
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bool is_meta_pressed() const;
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void set_modifiers_from_event(const InputEventWithModifiers *event);
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BitField<KeyModifierMask> get_modifiers_mask() const;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventWithModifiers() {}
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};
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class InputEventKey : public InputEventWithModifiers {
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GDCLASS(InputEventKey, InputEventWithModifiers);
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Key keycode = Key::NONE; // Key enum, without modifier masks.
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Key physical_keycode = Key::NONE;
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Key key_label = Key::NONE;
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uint32_t unicode = 0; ///unicode
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KeyLocation location = KeyLocation::UNSPECIFIED;
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bool echo = false; /// true if this is an echo key
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protected:
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static void _bind_methods();
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public:
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void set_pressed(bool p_pressed);
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void set_keycode(Key p_keycode);
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Key get_keycode() const;
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void set_physical_keycode(Key p_keycode);
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Key get_physical_keycode() const;
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void set_key_label(Key p_key_label);
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Key get_key_label() const;
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void set_unicode(char32_t p_unicode);
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char32_t get_unicode() const;
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void set_location(KeyLocation p_key_location);
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KeyLocation get_location() const;
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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;
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Key get_physical_keycode_with_modifiers() const;
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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;
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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_physical_keycode() const;
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virtual String as_text_keycode() const;
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virtual String as_text_key_label() const;
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virtual String as_text_location() const;
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virtual String as_text() const override;
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virtual String to_string() override;
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static Ref<InputEventKey> create_reference(Key p_keycode_with_modifier_masks, bool p_physical = false);
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InputEventKey() {}
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};
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class InputEventMouse : public InputEventWithModifiers {
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GDCLASS(InputEventMouse, InputEventWithModifiers);
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BitField<MouseButtonMask> button_mask;
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Vector2 pos;
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Vector2 global_pos;
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protected:
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static void _bind_methods();
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public:
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void set_button_mask(BitField<MouseButtonMask> p_mask);
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BitField<MouseButtonMask> get_button_mask() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_global_position(const Vector2 &p_global_pos);
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Vector2 get_global_position() const;
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InputEventMouse() {}
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};
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class InputEventMouseButton : public InputEventMouse {
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GDCLASS(InputEventMouseButton, InputEventMouse);
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float factor = 1;
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MouseButton button_index = MouseButton::NONE;
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bool double_click = false; //last even less than double click time
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protected:
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static void _bind_methods();
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public:
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void set_factor(float p_factor);
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float get_factor() const;
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void set_button_index(MouseButton p_index);
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MouseButton get_button_index() const;
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void set_pressed(bool p_pressed);
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void set_canceled(bool p_canceled);
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void set_double_click(bool p_double_click);
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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;
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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;
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virtual String to_string() override;
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InputEventMouseButton() {}
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};
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class InputEventMouseMotion : public InputEventMouse {
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GDCLASS(InputEventMouseMotion, InputEventMouse);
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Vector2 tilt;
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float pressure = 0;
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Vector2 relative;
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Vector2 velocity;
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bool pen_inverted = false;
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protected:
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static void _bind_methods();
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public:
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void set_tilt(const Vector2 &p_tilt);
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Vector2 get_tilt() const;
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void set_pressure(float p_pressure);
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float get_pressure() const;
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void set_pen_inverted(bool p_inverted);
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bool get_pen_inverted() const;
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_velocity(const Vector2 &p_velocity);
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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;
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virtual String as_text() const override;
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virtual String to_string() override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
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InputEventMouseMotion() {}
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};
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class InputEventJoypadMotion : public InputEvent {
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GDCLASS(InputEventJoypadMotion, InputEvent);
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JoyAxis axis = (JoyAxis)0; ///< Joypad axis
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float axis_value = 0; ///< -1 to 1
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protected:
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static void _bind_methods();
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public:
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void set_axis(JoyAxis p_axis);
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JoyAxis get_axis() const;
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void set_axis_value(float p_value);
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float get_axis_value() 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;
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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;
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virtual String to_string() override;
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static Ref<InputEventJoypadMotion> create_reference(JoyAxis p_axis, float p_value);
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InputEventJoypadMotion() {}
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};
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class InputEventJoypadButton : public InputEvent {
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GDCLASS(InputEventJoypadButton, InputEvent);
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JoyButton button_index = (JoyButton)0;
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float pressure = 0; //0 to 1
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protected:
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static void _bind_methods();
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public:
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void set_button_index(JoyButton p_index);
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JoyButton get_button_index() const;
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void set_pressed(bool p_pressed);
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void set_pressure(float p_pressure);
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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;
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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;
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virtual String to_string() override;
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static Ref<InputEventJoypadButton> create_reference(JoyButton p_btn_index);
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InputEventJoypadButton() {}
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};
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class InputEventScreenTouch : public InputEventFromWindow {
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GDCLASS(InputEventScreenTouch, InputEventFromWindow);
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int index = 0;
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Vector2 pos;
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bool double_tap = false;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_pressed(bool p_pressed);
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void set_canceled(bool p_canceled);
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void set_double_tap(bool p_double_tap);
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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;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventScreenTouch() {}
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};
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class InputEventScreenDrag : public InputEventFromWindow {
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GDCLASS(InputEventScreenDrag, InputEventFromWindow);
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int index = 0;
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Vector2 pos;
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Vector2 relative;
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Vector2 velocity;
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Vector2 tilt;
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float pressure = 0;
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bool pen_inverted = false;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_tilt(const Vector2 &p_tilt);
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Vector2 get_tilt() const;
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void set_pressure(float p_pressure);
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float get_pressure() const;
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void set_pen_inverted(bool p_inverted);
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bool get_pen_inverted() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_velocity(const Vector2 &p_velocity);
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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;
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virtual String as_text() const override;
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virtual String to_string() override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
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InputEventScreenDrag() {}
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};
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class InputEventAction : public InputEvent {
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GDCLASS(InputEventAction, InputEvent);
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StringName action;
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float strength = 1.0f;
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protected:
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static void _bind_methods();
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public:
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void set_action(const StringName &p_action);
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StringName get_action() const;
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void set_pressed(bool p_pressed);
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void set_strength(float p_strength);
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float get_strength() const;
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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;
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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;
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virtual String to_string() override;
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InputEventAction() {}
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};
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class InputEventGesture : public InputEventWithModifiers {
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GDCLASS(InputEventGesture, InputEventWithModifiers);
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Vector2 pos;
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protected:
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static void _bind_methods();
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public:
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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};
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class InputEventMagnifyGesture : public InputEventGesture {
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GDCLASS(InputEventMagnifyGesture, InputEventGesture);
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real_t factor = 1.0;
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protected:
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static void _bind_methods();
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public:
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void set_factor(real_t p_factor);
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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;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventMagnifyGesture() {}
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};
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class InputEventPanGesture : public InputEventGesture {
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GDCLASS(InputEventPanGesture, InputEventGesture);
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Vector2 delta;
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protected:
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static void _bind_methods();
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public:
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void set_delta(const Vector2 &p_delta);
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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;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventPanGesture() {}
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};
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class InputEventMIDI : public InputEvent {
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GDCLASS(InputEventMIDI, InputEvent);
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int channel = 0;
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MIDIMessage message = MIDIMessage::NONE;
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int pitch = 0;
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int velocity = 0;
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int instrument = 0;
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int pressure = 0;
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int controller_number = 0;
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int controller_value = 0;
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protected:
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static void _bind_methods();
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public:
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void set_channel(const int p_channel);
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int get_channel() const;
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void set_message(const MIDIMessage p_message);
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MIDIMessage get_message() const;
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void set_pitch(const int p_pitch);
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int get_pitch() const;
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void set_velocity(const int p_velocity);
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int get_velocity() const;
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void set_instrument(const int p_instrument);
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|
int get_instrument() const;
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void set_pressure(const int p_pressure);
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int get_pressure() const;
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void set_controller_number(const int p_controller_number);
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int get_controller_number() const;
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void set_controller_value(const int p_controller_value);
|
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int get_controller_value() const;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventMIDI() {}
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};
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class InputEventShortcut : public InputEvent {
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GDCLASS(InputEventShortcut, InputEvent);
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Ref<Shortcut> shortcut;
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protected:
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static void _bind_methods();
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public:
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void set_shortcut(Ref<Shortcut> p_shortcut);
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Ref<Shortcut> get_shortcut();
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventShortcut();
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};
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#endif // INPUT_EVENT_H
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