#ifndef GODOT_DLSCRIPT_INPUT_EVENT_H #define GODOT_DLSCRIPT_INPUT_EVENT_H #ifdef __cplusplus extern "C" { #endif #include #ifndef GODOT_CORE_API_GODOT_INPUT_EVENT_TYPE_DEFINED typedef struct godot_input_event { uint8_t _dont_touch_that[56]; } godot_input_event; #endif enum godot_input_event_type { GODOT_INPUT_EVENT_TYPE_NONE, GODOT_INPUT_EVENT_TYPE_KEY, GODOT_INPUT_EVENT_TYPE_MOUSE_MOTION, GODOT_INPUT_EVENT_TYPE_MOUSE_BUTTON, GODOT_INPUT_EVENT_TYPE_JOYPAD_MOTION, GODOT_INPUT_EVENT_TYPE_JOYPAD_BUTTON, GODOT_INPUT_EVENT_TYPE_SCREEN_TOUCH, GODOT_INPUT_EVENT_TYPE_SCREEN_DRAG, GODOT_INPUT_EVENT_TYPE_ACTION, GODOT_INPUT_EVENT_TYPE_TYPE_MAX }; typedef enum godot_input_event_type godot_input_event_type; enum { GODOT_BUTTON_LEFT = 1, GODOT_BUTTON_RIGHT = 2, GODOT_BUTTON_MIDDLE = 3, GODOT_BUTTON_WHEEL_UP = 4, GODOT_BUTTON_WHEEL_DOWN = 5, GODOT_BUTTON_WHEEL_LEFT = 6, GODOT_BUTTON_WHEEL_RIGHT = 7, GODOT_BUTTON_MASK_LEFT = (1 << (GODOT_BUTTON_LEFT - 1)), GODOT_BUTTON_MASK_RIGHT = (1 << (GODOT_BUTTON_RIGHT - 1)), GODOT_BUTTON_MASK_MIDDLE = (1 << (GODOT_BUTTON_MIDDLE - 1)), }; enum { GODOT_JOY_BUTTON_0 = 0, GODOT_JOY_BUTTON_1 = 1, GODOT_JOY_BUTTON_2 = 2, GODOT_JOY_BUTTON_3 = 3, GODOT_JOY_BUTTON_4 = 4, GODOT_JOY_BUTTON_5 = 5, GODOT_JOY_BUTTON_6 = 6, GODOT_JOY_BUTTON_7 = 7, GODOT_JOY_BUTTON_8 = 8, GODOT_JOY_BUTTON_9 = 9, GODOT_JOY_BUTTON_10 = 10, GODOT_JOY_BUTTON_11 = 11, GODOT_JOY_BUTTON_12 = 12, GODOT_JOY_BUTTON_13 = 13, GODOT_JOY_BUTTON_14 = 14, GODOT_JOY_BUTTON_15 = 15, GODOT_JOY_BUTTON_MAX = 16, GODOT_JOY_L = GODOT_JOY_BUTTON_4, GODOT_JOY_R = GODOT_JOY_BUTTON_5, GODOT_JOY_L2 = GODOT_JOY_BUTTON_6, GODOT_JOY_R2 = GODOT_JOY_BUTTON_7, GODOT_JOY_L3 = GODOT_JOY_BUTTON_8, GODOT_JOY_R3 = GODOT_JOY_BUTTON_9, GODOT_JOY_SELECT = GODOT_JOY_BUTTON_10, GODOT_JOY_START = GODOT_JOY_BUTTON_11, GODOT_JOY_DPAD_UP = GODOT_JOY_BUTTON_12, GODOT_JOY_DPAD_DOWN = GODOT_JOY_BUTTON_13, GODOT_JOY_DPAD_LEFT = GODOT_JOY_BUTTON_14, GODOT_JOY_DPAD_RIGHT = GODOT_JOY_BUTTON_15, // a little history about game controllers (who copied who) GODOT_JOY_SNES_B = GODOT_JOY_BUTTON_0, GODOT_JOY_SNES_A = GODOT_JOY_BUTTON_1, GODOT_JOY_SNES_Y = GODOT_JOY_BUTTON_2, GODOT_JOY_SNES_X = GODOT_JOY_BUTTON_3, GODOT_JOY_SONY_CIRCLE = GODOT_JOY_SNES_A, GODOT_JOY_SONY_X = GODOT_JOY_SNES_B, GODOT_JOY_SONY_SQUARE = GODOT_JOY_SNES_Y, GODOT_JOY_SONY_TRIANGLE = GODOT_JOY_SNES_X, GODOT_JOY_SEGA_B = GODOT_JOY_SNES_A, GODOT_JOY_SEGA_A = GODOT_JOY_SNES_B, GODOT_JOY_SEGA_X = GODOT_JOY_SNES_Y, GODOT_JOY_SEGA_Y = GODOT_JOY_SNES_X, GODOT_JOY_XBOX_B = GODOT_JOY_SEGA_B, GODOT_JOY_XBOX_A = GODOT_JOY_SEGA_A, GODOT_JOY_XBOX_X = GODOT_JOY_SEGA_X, GODOT_JOY_XBOX_Y = GODOT_JOY_SEGA_Y, GODOT_JOY_DS_A = GODOT_JOY_SNES_A, GODOT_JOY_DS_B = GODOT_JOY_SNES_B, GODOT_JOY_DS_X = GODOT_JOY_SNES_X, GODOT_JOY_DS_Y = GODOT_JOY_SNES_Y, GODOT_JOY_WII_C = GODOT_JOY_BUTTON_5, GODOT_JOY_WII_Z = GODOT_JOY_BUTTON_6, GODOT_JOY_WII_MINUS = GODOT_JOY_BUTTON_9, GODOT_JOY_WII_PLUS = GODOT_JOY_BUTTON_10, // end of history GODOT_JOY_AXIS_0 = 0, GODOT_JOY_AXIS_1 = 1, GODOT_JOY_AXIS_2 = 2, GODOT_JOY_AXIS_3 = 3, GODOT_JOY_AXIS_4 = 4, GODOT_JOY_AXIS_5 = 5, GODOT_JOY_AXIS_6 = 6, GODOT_JOY_AXIS_7 = 7, GODOT_JOY_AXIS_MAX = 8, GODOT_JOY_ANALOG_0_X = GODOT_JOY_AXIS_0, GODOT_JOY_ANALOG_0_Y = GODOT_JOY_AXIS_1, GODOT_JOY_ANALOG_1_X = GODOT_JOY_AXIS_2, GODOT_JOY_ANALOG_1_Y = GODOT_JOY_AXIS_3, GODOT_JOY_ANALOG_2_X = GODOT_JOY_AXIS_4, GODOT_JOY_ANALOG_2_Y = GODOT_JOY_AXIS_5, GODOT_JOY_ANALOG_L2 = GODOT_JOY_AXIS_6, GODOT_JOY_ANALOG_R2 = GODOT_JOY_AXIS_7, }; #include "../godot.h" void GDAPI godot_input_event_new(godot_input_event *p_ie); godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie); godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action); godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action); godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action); godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie); void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed); godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie); // Note: // We're returning pointers to the fields in the unions. // This is because I'm too lazy to write setter functions uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie); godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie); godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie); godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event); uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event); uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event); godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event); godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event); float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event); godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event); float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event); godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event); float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event); godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event); float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event); float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event); godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event); godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event); float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event); #ifdef __cplusplus } #endif #endif // GODOT_DLSCRIPT_INPUT_EVENT_H