godot/core/os/input_event.h

462 lines
11 KiB
C++

/*************************************************************************/
/* input_event.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "math_2d.h"
#include "os/copymem.h"
#include "resource.h"
#include "typedefs.h"
#include "ustring.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
/**
* Input Event classes. These are used in the main loop.
* The events are pretty obvious.
*/
enum {
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_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),
};
enum {
JOY_BUTTON_0 = 0,
JOY_BUTTON_1 = 1,
JOY_BUTTON_2 = 2,
JOY_BUTTON_3 = 3,
JOY_BUTTON_4 = 4,
JOY_BUTTON_5 = 5,
JOY_BUTTON_6 = 6,
JOY_BUTTON_7 = 7,
JOY_BUTTON_8 = 8,
JOY_BUTTON_9 = 9,
JOY_BUTTON_10 = 10,
JOY_BUTTON_11 = 11,
JOY_BUTTON_12 = 12,
JOY_BUTTON_13 = 13,
JOY_BUTTON_14 = 14,
JOY_BUTTON_15 = 15,
JOY_BUTTON_MAX = 16,
JOY_L = JOY_BUTTON_4,
JOY_R = JOY_BUTTON_5,
JOY_L2 = JOY_BUTTON_6,
JOY_R2 = JOY_BUTTON_7,
JOY_L3 = JOY_BUTTON_8,
JOY_R3 = JOY_BUTTON_9,
JOY_SELECT = JOY_BUTTON_10,
JOY_START = JOY_BUTTON_11,
JOY_DPAD_UP = JOY_BUTTON_12,
JOY_DPAD_DOWN = JOY_BUTTON_13,
JOY_DPAD_LEFT = JOY_BUTTON_14,
JOY_DPAD_RIGHT = JOY_BUTTON_15,
JOY_SONY_CIRCLE = JOY_BUTTON_1,
JOY_SONY_X = JOY_BUTTON_0,
JOY_SONY_SQUARE = JOY_BUTTON_2,
JOY_SONY_TRIANGLE = JOY_BUTTON_3,
JOY_XBOX_A = JOY_BUTTON_0,
JOY_XBOX_B = JOY_BUTTON_1,
JOY_XBOX_X = JOY_BUTTON_2,
JOY_XBOX_Y = JOY_BUTTON_3,
JOY_DS_A = JOY_BUTTON_1,
JOY_DS_B = JOY_BUTTON_0,
JOY_DS_X = JOY_BUTTON_3,
JOY_DS_Y = JOY_BUTTON_2,
JOY_WII_C = JOY_BUTTON_5,
JOY_WII_Z = JOY_BUTTON_6,
JOY_WII_MINUS = JOY_BUTTON_9,
JOY_WII_PLUS = JOY_BUTTON_10,
// end of history
JOY_AXIS_0 = 0,
JOY_AXIS_1 = 1,
JOY_AXIS_2 = 2,
JOY_AXIS_3 = 3,
JOY_AXIS_4 = 4,
JOY_AXIS_5 = 5,
JOY_AXIS_6 = 6,
JOY_AXIS_7 = 7,
JOY_AXIS_MAX = 8,
JOY_ANALOG_LX = JOY_AXIS_0,
JOY_ANALOG_LY = JOY_AXIS_1,
JOY_ANALOG_RX = JOY_AXIS_2,
JOY_ANALOG_RY = JOY_AXIS_3,
JOY_ANALOG_L2 = JOY_AXIS_6,
JOY_ANALOG_R2 = JOY_AXIS_7,
};
/**
* Input Modifier Status
* for keyboard/mouse events.
*/
class InputEvent : public Resource {
GDCLASS(InputEvent, Resource)
uint32_t id;
int device;
protected:
static void _bind_methods();
public:
void set_id(uint32_t p_id);
uint32_t get_id() const;
void set_device(int p_device);
int get_device() const;
virtual bool is_pressed() const;
virtual bool is_action(const StringName &p_action) const;
virtual bool is_action_pressed(const StringName &p_action) const;
virtual bool is_action_released(const StringName &p_action) 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) const;
virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const;
InputEvent();
};
class InputEventWithModifiers : public InputEvent {
GDCLASS(InputEventWithModifiers, InputEvent)
bool shift;
bool alt;
#ifdef APPLE_STYLE_KEYS
union {
bool command;
bool meta; //< windows/mac key
};
bool control;
#else
union {
bool command; //< windows/mac key
bool control;
};
bool meta; //< 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;
InputEventWithModifiers();
};
class InputEventKey : public InputEventWithModifiers {
GDCLASS(InputEventKey, InputEventWithModifiers)
bool pressed; /// otherwise release
uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks
uint32_t unicode; ///unicode
bool echo; /// 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_scancode(uint32_t p_scancode);
uint32_t get_scancode() 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_scancode_with_modifiers() const;
virtual bool action_match(const Ref<InputEvent> &p_event) 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;
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;
int button_index;
bool pressed; //otherwise released
bool doubleclick; //last even less than doubleclick time
protected:
static void _bind_methods();
public:
void set_factor(float p_factor);
float get_factor();
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) const;
virtual bool is_action_type() const { return true; }
InputEventMouseButton();
};
class InputEventMouseMotion : public InputEventMouse {
GDCLASS(InputEventMouseMotion, InputEventMouse)
Vector2 relative;
Vector2 speed;
protected:
static void _bind_methods();
public:
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;
InputEventMouseMotion();
};
class InputEventJoypadMotion : public InputEvent {
GDCLASS(InputEventJoypadMotion, InputEvent)
int axis; ///< Joypad axis
float axis_value; ///< -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 action_match(const Ref<InputEvent> &p_event) const;
virtual bool is_action_type() const { return true; }
InputEventJoypadMotion();
};
class InputEventJoypadButton : public InputEvent {
GDCLASS(InputEventJoypadButton, InputEvent)
int button_index;
bool pressed;
float pressure; //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) const;
virtual bool is_action_type() const { return true; }
InputEventJoypadButton();
};
class InputEventScreenTouch : public InputEvent {
GDCLASS(InputEventScreenTouch, InputEvent)
int index;
Vector2 pos;
bool pressed;
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;
InputEventScreenTouch();
};
class InputEventScreenDrag : public InputEvent {
GDCLASS(InputEventScreenDrag, InputEvent)
int index;
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;
InputEventScreenDrag();
};
class InputEventAction : public InputEvent {
GDCLASS(InputEventAction, InputEvent)
StringName action;
bool pressed;
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;
virtual bool is_action(const StringName &p_action) const;
virtual bool is_action_type() const { return true; }
InputEventAction();
};
#endif