e4213e66b2
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
517 lines
12 KiB
C++
517 lines
12 KiB
C++
/*************************************************************************/
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/* input_event.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#ifndef INPUT_EVENT_H
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#define INPUT_EVENT_H
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#include "math_2d.h"
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#include "os/copymem.h"
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#include "resource.h"
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#include "typedefs.h"
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#include "ustring.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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/**
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* Input Event classes. These are used in the main loop.
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* The events are pretty obvious.
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*/
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enum ButtonList {
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BUTTON_LEFT = 1,
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BUTTON_RIGHT = 2,
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BUTTON_MIDDLE = 3,
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BUTTON_WHEEL_UP = 4,
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BUTTON_WHEEL_DOWN = 5,
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BUTTON_WHEEL_LEFT = 6,
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BUTTON_WHEEL_RIGHT = 7,
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BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
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BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
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BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),
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};
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enum JoystickList {
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JOY_BUTTON_0 = 0,
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JOY_BUTTON_1 = 1,
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JOY_BUTTON_2 = 2,
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JOY_BUTTON_3 = 3,
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JOY_BUTTON_4 = 4,
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JOY_BUTTON_5 = 5,
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JOY_BUTTON_6 = 6,
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JOY_BUTTON_7 = 7,
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JOY_BUTTON_8 = 8,
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JOY_BUTTON_9 = 9,
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JOY_BUTTON_10 = 10,
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JOY_BUTTON_11 = 11,
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JOY_BUTTON_12 = 12,
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JOY_BUTTON_13 = 13,
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JOY_BUTTON_14 = 14,
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JOY_BUTTON_15 = 15,
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JOY_BUTTON_MAX = 16,
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JOY_L = JOY_BUTTON_4,
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JOY_R = JOY_BUTTON_5,
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JOY_L2 = JOY_BUTTON_6,
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JOY_R2 = JOY_BUTTON_7,
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JOY_L3 = JOY_BUTTON_8,
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JOY_R3 = JOY_BUTTON_9,
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JOY_SELECT = JOY_BUTTON_10,
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JOY_START = JOY_BUTTON_11,
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JOY_DPAD_UP = JOY_BUTTON_12,
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JOY_DPAD_DOWN = JOY_BUTTON_13,
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JOY_DPAD_LEFT = JOY_BUTTON_14,
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JOY_DPAD_RIGHT = JOY_BUTTON_15,
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JOY_SONY_CIRCLE = JOY_BUTTON_1,
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JOY_SONY_X = JOY_BUTTON_0,
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JOY_SONY_SQUARE = JOY_BUTTON_2,
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JOY_SONY_TRIANGLE = JOY_BUTTON_3,
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JOY_XBOX_A = JOY_BUTTON_0,
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JOY_XBOX_B = JOY_BUTTON_1,
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JOY_XBOX_X = JOY_BUTTON_2,
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JOY_XBOX_Y = JOY_BUTTON_3,
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JOY_DS_A = JOY_BUTTON_1,
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JOY_DS_B = JOY_BUTTON_0,
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JOY_DS_X = JOY_BUTTON_3,
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JOY_DS_Y = JOY_BUTTON_2,
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JOY_WII_C = JOY_BUTTON_5,
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JOY_WII_Z = JOY_BUTTON_6,
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JOY_WII_MINUS = JOY_BUTTON_9,
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JOY_WII_PLUS = JOY_BUTTON_10,
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// end of history
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JOY_AXIS_0 = 0,
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JOY_AXIS_1 = 1,
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JOY_AXIS_2 = 2,
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JOY_AXIS_3 = 3,
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JOY_AXIS_4 = 4,
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JOY_AXIS_5 = 5,
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JOY_AXIS_6 = 6,
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JOY_AXIS_7 = 7,
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JOY_AXIS_8 = 8,
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JOY_AXIS_9 = 9,
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JOY_AXIS_MAX = 10,
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JOY_ANALOG_LX = JOY_AXIS_0,
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JOY_ANALOG_LY = JOY_AXIS_1,
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JOY_ANALOG_RX = JOY_AXIS_2,
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JOY_ANALOG_RY = JOY_AXIS_3,
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JOY_ANALOG_L2 = JOY_AXIS_6,
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JOY_ANALOG_R2 = JOY_AXIS_7,
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};
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/**
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* Input Modifier Status
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* for keyboard/mouse events.
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*/
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class InputEvent : public Resource {
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GDCLASS(InputEvent, Resource)
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int device;
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protected:
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static void _bind_methods();
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public:
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void set_device(int p_device);
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int get_device() const;
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virtual bool is_pressed() const;
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virtual bool is_action(const StringName &p_action) const;
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virtual bool is_action_pressed(const StringName &p_action) const;
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virtual bool is_action_released(const StringName &p_action) const;
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virtual bool is_echo() const;
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virtual String as_text() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual bool action_match(const Ref<InputEvent> &p_event) const;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const;
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InputEvent();
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};
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class InputEventWithModifiers : public InputEvent {
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GDCLASS(InputEventWithModifiers, InputEvent)
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bool shift;
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bool alt;
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#ifdef APPLE_STYLE_KEYS
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union {
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bool command;
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bool meta; //< windows/mac key
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};
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bool control;
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#else
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union {
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bool command; //< windows/mac key
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bool control;
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};
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bool meta; //< windows/mac key
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#endif
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protected:
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static void _bind_methods();
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public:
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void set_shift(bool p_enabled);
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bool get_shift() const;
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void set_alt(bool p_enabled);
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bool get_alt() const;
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void set_control(bool p_enabled);
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bool get_control() const;
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void set_metakey(bool p_enabled);
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bool get_metakey() const;
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void set_command(bool p_enabled);
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bool get_command() const;
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void set_modifiers_from_event(const InputEventWithModifiers *event);
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InputEventWithModifiers();
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};
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class InputEventKey : public InputEventWithModifiers {
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GDCLASS(InputEventKey, InputEventWithModifiers)
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bool pressed; /// otherwise release
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uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks
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uint32_t unicode; ///unicode
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bool echo; /// true if this is an echo key
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protected:
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static void _bind_methods();
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public:
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const;
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void set_scancode(uint32_t p_scancode);
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uint32_t get_scancode() const;
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void set_unicode(uint32_t p_unicode);
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uint32_t get_unicode() const;
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void set_echo(bool p_enable);
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virtual bool is_echo() const;
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uint32_t get_scancode_with_modifiers() const;
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virtual bool action_match(const Ref<InputEvent> &p_event) const;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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InputEventKey();
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};
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class InputEventMouse : public InputEventWithModifiers {
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GDCLASS(InputEventMouse, InputEventWithModifiers)
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int button_mask;
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Vector2 pos;
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Vector2 global_pos;
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protected:
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static void _bind_methods();
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public:
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void set_button_mask(int p_mask);
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int get_button_mask() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_global_position(const Vector2 &p_global_pos);
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Vector2 get_global_position() const;
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InputEventMouse();
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};
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class InputEventMouseButton : public InputEventMouse {
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GDCLASS(InputEventMouseButton, InputEventMouse)
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float factor;
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int button_index;
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bool pressed; //otherwise released
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bool doubleclick; //last even less than doubleclick time
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protected:
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static void _bind_methods();
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public:
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void set_factor(float p_factor);
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float get_factor();
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void set_button_index(int p_index);
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int get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const;
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void set_doubleclick(bool p_doubleclick);
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bool is_doubleclick() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual bool action_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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InputEventMouseButton();
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};
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class InputEventMouseMotion : public InputEventMouse {
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GDCLASS(InputEventMouseMotion, InputEventMouse)
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Vector2 relative;
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Vector2 speed;
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protected:
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static void _bind_methods();
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public:
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_speed(const Vector2 &p_speed);
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Vector2 get_speed() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual String as_text() const;
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InputEventMouseMotion();
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};
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class InputEventJoypadMotion : public InputEvent {
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GDCLASS(InputEventJoypadMotion, InputEvent)
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int axis; ///< Joypad axis
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float axis_value; ///< -1 to 1
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protected:
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static void _bind_methods();
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public:
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void set_axis(int p_axis);
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int get_axis() const;
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void set_axis_value(float p_value);
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float get_axis_value() const;
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virtual bool is_pressed() const;
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virtual bool action_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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InputEventJoypadMotion();
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};
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class InputEventJoypadButton : public InputEvent {
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GDCLASS(InputEventJoypadButton, InputEvent)
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int button_index;
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bool pressed;
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float pressure; //0 to 1
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protected:
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static void _bind_methods();
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public:
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void set_button_index(int p_index);
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int get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const;
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void set_pressure(float p_pressure);
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float get_pressure() const;
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virtual bool action_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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InputEventJoypadButton();
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};
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class InputEventScreenTouch : public InputEvent {
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GDCLASS(InputEventScreenTouch, InputEvent)
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int index;
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Vector2 pos;
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bool pressed;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual String as_text() const;
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InputEventScreenTouch();
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};
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class InputEventScreenDrag : public InputEvent {
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GDCLASS(InputEventScreenDrag, InputEvent)
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int index;
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Vector2 pos;
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Vector2 relative;
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Vector2 speed;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_speed(const Vector2 &p_speed);
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Vector2 get_speed() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual String as_text() const;
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InputEventScreenDrag();
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};
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class InputEventAction : public InputEvent {
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GDCLASS(InputEventAction, InputEvent)
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StringName action;
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bool pressed;
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protected:
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static void _bind_methods();
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public:
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void set_action(const StringName &p_action);
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StringName get_action() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const;
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virtual bool is_action(const StringName &p_action) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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InputEventAction();
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};
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class InputEventGesture : public InputEventWithModifiers {
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GDCLASS(InputEventGesture, InputEventWithModifiers)
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Vector2 pos;
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protected:
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static void _bind_methods();
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public:
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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};
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class InputEventMagnifyGesture : public InputEventGesture {
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GDCLASS(InputEventMagnifyGesture, InputEventGesture)
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real_t factor;
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protected:
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static void _bind_methods();
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public:
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void set_factor(real_t p_factor);
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real_t get_factor() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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InputEventMagnifyGesture();
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};
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class InputEventPanGesture : public InputEventGesture {
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GDCLASS(InputEventPanGesture, InputEventGesture)
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Vector2 delta;
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protected:
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static void _bind_methods();
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public:
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void set_delta(const Vector2 &p_delta);
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Vector2 get_delta() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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InputEventPanGesture();
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};
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#endif
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