c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
308 lines
6.9 KiB
C++
308 lines
6.9 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "typedefs.h"
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#include "os/copymem.h"
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#include "ustring.h"
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#include "math_2d.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 {
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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 {
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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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// a little history about game controllers (who copied who)
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JOY_SNES_B = JOY_BUTTON_0,
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JOY_SNES_A = JOY_BUTTON_1,
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JOY_SNES_Y = JOY_BUTTON_2,
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JOY_SNES_X = JOY_BUTTON_3,
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JOY_SONY_CIRCLE=JOY_SNES_A,
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JOY_SONY_X=JOY_SNES_B,
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JOY_SONY_SQUARE=JOY_SNES_Y,
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JOY_SONY_TRIANGLE=JOY_SNES_X,
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JOY_SEGA_B=JOY_SNES_A,
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JOY_SEGA_A=JOY_SNES_B,
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JOY_SEGA_X=JOY_SNES_Y,
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JOY_SEGA_Y=JOY_SNES_X,
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JOY_XBOX_B=JOY_SEGA_B,
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JOY_XBOX_A=JOY_SEGA_A,
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JOY_XBOX_X=JOY_SEGA_X,
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JOY_XBOX_Y=JOY_SEGA_Y,
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JOY_DS_A = JOY_SNES_A,
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JOY_DS_B = JOY_SNES_B,
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JOY_DS_X = JOY_SNES_X,
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JOY_DS_Y = JOY_SNES_Y,
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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_MAX=8,
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JOY_ANALOG_0_X = JOY_AXIS_0,
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JOY_ANALOG_0_Y = JOY_AXIS_1,
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JOY_ANALOG_1_X = JOY_AXIS_2,
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JOY_ANALOG_1_Y = JOY_AXIS_3,
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JOY_ANALOG_2_X = JOY_AXIS_4,
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JOY_ANALOG_2_Y = JOY_AXIS_5,
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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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struct InputModifierState {
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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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bool operator==(const InputModifierState& rvalue) const {
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return ( (shift==rvalue.shift) && (alt==rvalue.alt) && (control==rvalue.control) && (meta==rvalue.meta));
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}
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};
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struct InputEventKey {
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InputModifierState mod;
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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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uint32_t get_scancode_with_modifiers() const;
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bool echo; /// true if this is an echo key
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};
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struct InputEventMouse {
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InputModifierState mod;
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int button_mask;
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int x,y;
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int global_x,global_y;
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int pointer_index;
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};
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struct InputEventMouseButton : public InputEventMouse {
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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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};
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struct InputEventMouseMotion : public InputEventMouse {
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int relative_x,relative_y;
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float speed_x,speed_y;
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};
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struct InputEventJoystickMotion {
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int axis; ///< Joystick axis
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float axis_value; ///< -1 to 1
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};
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struct InputEventJoystickButton {
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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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};
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struct InputEventScreenTouch {
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int index;
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int x,y;
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bool pressed;
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};
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struct InputEventScreenDrag {
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int index;
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int x,y;
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int relative_x,relative_y;
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float speed_x,speed_y;
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};
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struct InputEventAction {
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int action;
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bool pressed;
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};
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struct InputEvent {
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enum Type {
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NONE,
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KEY,
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MOUSE_MOTION,
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MOUSE_BUTTON,
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JOYSTICK_MOTION,
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JOYSTICK_BUTTON,
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SCREEN_TOUCH,
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SCREEN_DRAG,
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ACTION,
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TYPE_MAX
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};
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uint32_t ID;
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int type;
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int device;
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union {
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InputEventMouseMotion mouse_motion;
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InputEventMouseButton mouse_button;
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InputEventJoystickMotion joy_motion;
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InputEventJoystickButton joy_button;
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InputEventKey key;
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InputEventScreenTouch screen_touch;
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InputEventScreenDrag screen_drag;
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InputEventAction action;
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};
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bool is_pressed() const;
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bool is_action(const String& p_action) const;
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bool is_action_pressed(const String& p_action) const;
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bool is_action_released(const String& p_action) const;
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bool is_echo() const;
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void set_as_action(const String& p_action, bool p_pressed);
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InputEvent xform_by(const Matrix32& p_xform) const;
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bool operator==(const InputEvent &p_event) const;
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operator String() const;
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InputEvent() { zeromem(this,sizeof(InputEvent)); }
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};
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#endif
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