2017-04-09 21:07:53 +02:00
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/*************************************************************************/
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/* godot_input_event.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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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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2017-04-03 16:11:38 +02:00
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#include "godot_input_event.h"
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#include "os/input_event.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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void _input_event_api_anchor() {
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}
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void GDAPI godot_input_event_new(godot_input_event *p_ie) {
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InputEvent *ie = (InputEvent *)p_ie;
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*ie = InputEvent();
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}
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godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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return ie->is_pressed();
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}
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godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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const String *action = (const String *)p_action;
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return ie->is_action(*action);
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}
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godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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const String *action = (const String *)p_action;
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return ie->is_action_pressed(*action);
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}
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godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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const String *action = (const String *)p_action;
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return ie->is_action_released(*action);
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}
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godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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return ie->is_echo();
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}
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void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed) {
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InputEvent *ie = (InputEvent *)p_ie;
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const String *action = (const String *)p_action;
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return ie->set_as_action(*action, p_pressed);
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}
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godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie) {
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const InputEvent *ie = (const InputEvent *)p_ie;
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godot_string str;
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String *s = (String *)&str;
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memnew_placement(s, String);
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*s = (String)*ie;
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return str;
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}
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uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie) {
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InputEvent *ie = (InputEvent *)p_ie;
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return &ie->ID;
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}
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godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie) {
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InputEvent *ie = (InputEvent *)p_ie;
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return (godot_input_event_type *)&ie->type;
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}
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godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie) {
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InputEvent *ie = (InputEvent *)p_ie;
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return &ie->device;
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}
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static InputModifierState *_get_mod_for_type(InputEvent *ie) {
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switch (ie->type) {
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case InputEvent::MOUSE_BUTTON:
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return &ie->mouse_button.mod;
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case InputEvent::MOUSE_MOTION:
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return &ie->mouse_motion.mod;
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case InputEvent::KEY:
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return &ie->key.mod;
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default:
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return 0;
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}
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}
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godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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InputModifierState *mod = _get_mod_for_type(ie);
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return &mod->alt;
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}
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godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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InputModifierState *mod = _get_mod_for_type(ie);
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return &mod->control;
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}
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godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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InputModifierState *mod = _get_mod_for_type(ie);
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return &mod->command;
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}
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godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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InputModifierState *mod = _get_mod_for_type(ie);
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return &mod->shift;
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}
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godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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InputModifierState *mod = _get_mod_for_type(ie);
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return &mod->meta;
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}
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uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->key.scancode;
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}
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uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->key.unicode;
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}
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godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->key.pressed;
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}
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godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->key.echo;
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}
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float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.x;
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}
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float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.y;
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}
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float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.global_x;
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}
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float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.global_y;
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}
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godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.button_mask;
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}
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godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.button_index;
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}
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godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.pressed;
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}
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godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_button.doubleclick;
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}
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float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_motion.relative_x;
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}
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float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_motion.relative_y;
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}
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float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_motion.speed_x;
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}
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float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->mouse_motion.speed_y;
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}
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godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->joy_motion.axis;
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}
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float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->joy_motion.axis_value;
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}
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godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->joy_button.button_index;
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}
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godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->joy_button.pressed;
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}
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float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->joy_button.pressure;
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}
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godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_touch.index;
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}
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float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_touch.x;
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}
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float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_touch.y;
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}
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godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_touch.pressed;
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}
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godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.index;
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}
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float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.x;
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}
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float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.y;
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}
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float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.relative_x;
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}
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float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.relative_y;
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}
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float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.speed_x;
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}
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float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event) {
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InputEvent *ie = (InputEvent *)p_event;
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return &ie->screen_drag.speed_y;
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}
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#ifdef __cplusplus
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}
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#endif
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