virtualx-engine/modules/gdnative/godot/godot_input_event.cpp
2017-04-09 21:07:53 +02:00

309 lines
11 KiB
C++

/*************************************************************************/
/* godot_input_event.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#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