#include "godot_input_event.h" #include "os/input_event.h" #ifdef __cplusplus extern "C" { #endif void _input_event_api_anchor() { } void GDAPI godot_input_event_new(godot_input_event *p_ie) { InputEvent *ie = (InputEvent *)p_ie; *ie = InputEvent(); } godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie) { const InputEvent *ie = (const InputEvent *)p_ie; return ie->is_pressed(); } godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action) { const InputEvent *ie = (const InputEvent *)p_ie; const String *action = (const String *)p_action; return ie->is_action(*action); } godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action) { const InputEvent *ie = (const InputEvent *)p_ie; const String *action = (const String *)p_action; return ie->is_action_pressed(*action); } godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action) { const InputEvent *ie = (const InputEvent *)p_ie; const String *action = (const String *)p_action; return ie->is_action_released(*action); } godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie) { const InputEvent *ie = (const InputEvent *)p_ie; return ie->is_echo(); } void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed) { InputEvent *ie = (InputEvent *)p_ie; const String *action = (const String *)p_action; return ie->set_as_action(*action, p_pressed); } godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie) { const InputEvent *ie = (const InputEvent *)p_ie; godot_string str; String *s = (String *)&str; memnew_placement(s, String); *s = (String)*ie; return str; } uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie) { InputEvent *ie = (InputEvent *)p_ie; return &ie->ID; } godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie) { InputEvent *ie = (InputEvent *)p_ie; return (godot_input_event_type *)&ie->type; } godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie) { InputEvent *ie = (InputEvent *)p_ie; return &ie->device; } static InputModifierState *_get_mod_for_type(InputEvent *ie) { switch (ie->type) { case InputEvent::MOUSE_BUTTON: return &ie->mouse_button.mod; case InputEvent::MOUSE_MOTION: return &ie->mouse_motion.mod; case InputEvent::KEY: return &ie->key.mod; default: return 0; } } godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; InputModifierState *mod = _get_mod_for_type(ie); return &mod->alt; } godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; InputModifierState *mod = _get_mod_for_type(ie); return &mod->control; } godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; InputModifierState *mod = _get_mod_for_type(ie); return &mod->command; } godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; InputModifierState *mod = _get_mod_for_type(ie); return &mod->shift; } godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; InputModifierState *mod = _get_mod_for_type(ie); return &mod->meta; } uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->key.scancode; } uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->key.unicode; } godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->key.pressed; } godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->key.echo; } float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.x; } float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.y; } float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.global_x; } float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.global_y; } godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.button_mask; } godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.button_index; } godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.pressed; } godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_button.doubleclick; } float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_motion.relative_x; } float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_motion.relative_y; } float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_motion.speed_x; } float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->mouse_motion.speed_y; } godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->joy_motion.axis; } float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->joy_motion.axis_value; } godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->joy_button.button_index; } godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->joy_button.pressed; } float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->joy_button.pressure; } godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_touch.index; } float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_touch.x; } float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_touch.y; } godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_touch.pressed; } godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.index; } float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.x; } float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.y; } float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.relative_x; } float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.relative_y; } float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.speed_x; } float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event) { InputEvent *ie = (InputEvent *)p_event; return &ie->screen_drag.speed_y; } #ifdef __cplusplus } #endif