/*************************************************************************/ /* 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 "typedefs.h" #include "ustring.h" /** @author Juan Linietsky */ /** * 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. */ struct InputModifierState { 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 bool operator==(const InputModifierState &rvalue) const { return ((shift == rvalue.shift) && (alt == rvalue.alt) && (control == rvalue.control) && (meta == rvalue.meta)); } }; struct InputEventKey { InputModifierState mod; bool pressed; /// otherwise release uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks uint32_t unicode; ///unicode uint32_t get_scancode_with_modifiers() const; bool echo; /// true if this is an echo key }; struct InputEventMouse { InputModifierState mod; int button_mask; float x, y; float global_x, global_y; int pointer_index; }; struct InputEventMouseButton : public InputEventMouse { int button_index; bool pressed; //otherwise released bool doubleclick; //last even less than doubleclick time }; struct InputEventMouseMotion : public InputEventMouse { float relative_x, relative_y; float speed_x, speed_y; }; struct InputEventJoypadMotion { int axis; ///< Joypad axis float axis_value; ///< -1 to 1 }; struct InputEventJoypadButton { int button_index; bool pressed; float pressure; //0 to 1 }; struct InputEventScreenTouch { int index; float x, y; bool pressed; }; struct InputEventScreenDrag { int index; float x, y; float relative_x, relative_y; float speed_x, speed_y; }; struct InputEventAction { int action; bool pressed; }; struct InputEvent { enum Type { NONE, KEY, MOUSE_MOTION, MOUSE_BUTTON, JOYPAD_MOTION, JOYPAD_BUTTON, SCREEN_TOUCH, SCREEN_DRAG, ACTION, TYPE_MAX }; uint32_t ID; int type; int device; union { InputEventMouseMotion mouse_motion; InputEventMouseButton mouse_button; InputEventJoypadMotion joy_motion; InputEventJoypadButton joy_button; InputEventKey key; InputEventScreenTouch screen_touch; InputEventScreenDrag screen_drag; InputEventAction action; }; bool is_pressed() const; bool is_action(const String &p_action) const; bool is_action_pressed(const String &p_action) const; bool is_action_released(const String &p_action) const; bool is_echo() const; void set_as_action(const String &p_action, bool p_pressed); InputEvent xform_by(const Transform2D &p_xform) const; bool operator==(const InputEvent &p_event) const; operator String() const; InputEvent() { zeromem(this, sizeof(InputEvent)); } }; #endif