d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
309 lines
9.7 KiB
C++
309 lines
9.7 KiB
C++
/*************************************************************************/
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/* input_event.cpp */
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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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#include "input_event.h"
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#include "input_map.h"
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#include "os/keyboard.h"
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/**
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*
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*/
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bool InputEvent::operator==(const InputEvent &p_event) const {
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if (type != p_event.type){
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return false;
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}
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switch(type) {
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case NONE:
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return true;
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case KEY:
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return key.unicode == p_event.key.unicode
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&& key.scancode == p_event.key.scancode
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&& key.echo == p_event.key.echo
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&& key.pressed == p_event.key.pressed
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&& key.mod == p_event.key.mod;
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case MOUSE_MOTION:
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return mouse_motion.x == p_event.mouse_motion.x
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&& mouse_motion.y == p_event.mouse_motion.y
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&& mouse_motion.relative_x == p_event.mouse_motion.relative_x
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&& mouse_motion.relative_y == p_event.mouse_motion.relative_y
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&& mouse_motion.button_mask == p_event.mouse_motion.button_mask
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&& key.mod == p_event.key.mod;
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case MOUSE_BUTTON:
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return mouse_button.pressed == p_event.mouse_button.pressed
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&& mouse_button.x == p_event.mouse_button.x
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&& mouse_button.y == p_event.mouse_button.y
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&& mouse_button.button_index == p_event.mouse_button.button_index
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&& mouse_button.button_mask == p_event.mouse_button.button_mask
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&& key.mod == p_event.key.mod;
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case JOYSTICK_MOTION:
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return joy_motion.axis == p_event.joy_motion.axis
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&& joy_motion.axis_value == p_event.joy_motion.axis_value;
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case JOYSTICK_BUTTON:
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return joy_button.pressed == p_event.joy_button.pressed
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&& joy_button.button_index == p_event.joy_button.button_index
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&& joy_button.pressure == p_event.joy_button.pressure;
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case SCREEN_TOUCH:
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return screen_touch.pressed == p_event.screen_touch.pressed
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&& screen_touch.index == p_event.screen_touch.index
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&& screen_touch.x == p_event.screen_touch.x
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&& screen_touch.y == p_event.screen_touch.y;
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case SCREEN_DRAG:
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return screen_drag.index == p_event.screen_drag.index
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&& screen_drag.x == p_event.screen_drag.x
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&& screen_drag.y == p_event.screen_drag.y;
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case ACTION:
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return action.action == p_event.action.action
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&& action.pressed == p_event.action.pressed;
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default:
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ERR_PRINT("No logic to compare InputEvents of this type, this shouldn't happen.");
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}
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return false;
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}
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InputEvent::operator String() const {
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String str="Device "+itos(device)+" ID "+itos(ID)+" ";
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switch(type) {
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case NONE: {
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return "Event: None";
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} break;
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case KEY: {
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str+= "Event: Key ";
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str=str+"Unicode: "+String::chr(key.unicode)+" Scan: "+itos( key.scancode )+" Echo: "+String(key.echo?"True":"False")+" Pressed"+String(key.pressed?"True":"False")+" Mod: ";
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if (key.mod.shift)
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str+="S";
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if (key.mod.control)
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str+="C";
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if (key.mod.alt)
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str+="A";
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if (key.mod.meta)
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str+="M";
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return str;
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} break;
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case MOUSE_MOTION: {
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str+= "Event: Motion ";
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str=str+" Pos: " +itos(mouse_motion.x)+","+itos(mouse_motion.y)+" Rel: "+itos(mouse_motion.relative_x)+","+itos(mouse_motion.relative_y)+" Mask: ";
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for (int i=0;i<8;i++) {
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if ((1<<i)&mouse_motion.button_mask)
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str+=itos(i+1);
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}
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str+=" Mod: ";
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if (key.mod.shift)
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str+="S";
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if (key.mod.control)
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str+="C";
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if (key.mod.alt)
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str+="A";
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if (key.mod.meta)
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str+="M";
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return str;
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} break;
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case MOUSE_BUTTON: {
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str+= "Event: Button ";
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str=str+"Pressed: "+itos(mouse_button.pressed)+" Pos: " +itos(mouse_button.x)+","+itos(mouse_button.y)+" Button: "+itos(mouse_button.button_index)+" Mask: ";
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for (int i=0;i<8;i++) {
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if ((1<<i)&mouse_button.button_mask)
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str+=itos(i+1);
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}
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str+=" Mod: ";
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if (key.mod.shift)
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str+="S";
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if (key.mod.control)
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str+="C";
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if (key.mod.alt)
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str+="A";
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if (key.mod.meta)
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str+="M";
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str+=String(" DoubleClick: ")+(mouse_button.doubleclick?"Yes":"No");
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return str;
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} break;
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case JOYSTICK_MOTION: {
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str+= "Event: JoystickMotion ";
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str=str+"Axis: "+itos(joy_motion.axis)+" Value: " +rtos(joy_motion.axis_value);
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return str;
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} break;
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case JOYSTICK_BUTTON: {
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str+= "Event: JoystickButton ";
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str=str+"Pressed: "+itos(joy_button.pressed)+" Index: " +itos(joy_button.button_index)+" pressure "+rtos(joy_button.pressure);
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return str;
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} break;
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case SCREEN_TOUCH: {
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str+= "Event: ScreenTouch ";
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str=str+"Pressed: "+itos(screen_touch.pressed)+" Index: " +itos(screen_touch.index)+" pos "+rtos(screen_touch.x)+","+rtos(screen_touch.y);
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return str;
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} break;
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case SCREEN_DRAG: {
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str+= "Event: ScreenDrag ";
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str=str+" Index: " +itos(screen_drag.index)+" pos "+rtos(screen_drag.x)+","+rtos(screen_drag.y);
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return str;
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} break;
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case ACTION: {
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str+= "Event: Action: "+InputMap::get_singleton()->get_action_from_id(action.action)+" Pressed: "+itos(action.pressed);
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return str;
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} break;
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}
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return "";
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}
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void InputEvent::set_as_action(const String& p_action, bool p_pressed) {
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type=ACTION;
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action.action=InputMap::get_singleton()->get_action_id(p_action);
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action.pressed=p_pressed;
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}
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bool InputEvent::is_pressed() const {
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switch(type) {
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case KEY: return key.pressed;
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case MOUSE_BUTTON: return mouse_button.pressed;
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case JOYSTICK_BUTTON: return joy_button.pressed;
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case SCREEN_TOUCH: return screen_touch.pressed;
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case JOYSTICK_MOTION: return ABS(joy_motion.axis_value) > 0.5;
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case ACTION: return action.pressed;
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default: {}
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}
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return false;
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}
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bool InputEvent::is_echo() const {
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return (type==KEY && key.echo);
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}
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bool InputEvent::is_action(const String& p_action) const {
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return InputMap::get_singleton()->event_is_action(*this,p_action);
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}
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bool InputEvent::is_action_pressed(const String& p_action) const {
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return is_action(p_action) && is_pressed() && !is_echo();
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}
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bool InputEvent::is_action_released(const String& p_action) const {
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return is_action(p_action) && !is_pressed();
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}
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uint32_t InputEventKey::get_scancode_with_modifiers() const {
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uint32_t sc=scancode;
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if (mod.control)
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sc|=KEY_MASK_CTRL;
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if (mod.alt)
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sc|=KEY_MASK_ALT;
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if (mod.shift)
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sc|=KEY_MASK_SHIFT;
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if (mod.meta)
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sc|=KEY_MASK_META;
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return sc;
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}
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InputEvent InputEvent::xform_by(const Matrix32& p_xform) const {
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InputEvent ev=*this;
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switch(ev.type) {
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case InputEvent::MOUSE_BUTTON: {
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Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
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Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y));
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ev.mouse_button.x=l.x;
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ev.mouse_button.y=l.y;
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ev.mouse_button.global_x=g.x;
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ev.mouse_button.global_y=g.y;
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} break;
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case InputEvent::MOUSE_MOTION: {
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Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
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Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
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Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y));
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Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y));
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ev.mouse_motion.x=l.x;
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ev.mouse_motion.y=l.y;
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ev.mouse_motion.global_x=g.x;
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ev.mouse_motion.global_y=g.y;
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ev.mouse_motion.relative_x=r.x;
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ev.mouse_motion.relative_y=r.y;
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ev.mouse_motion.speed_x=s.x;
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ev.mouse_motion.speed_y=s.y;
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} break;
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case InputEvent::SCREEN_TOUCH: {
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Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
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ev.screen_touch.x=t.x;
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ev.screen_touch.y=t.y;
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} break;
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case InputEvent::SCREEN_DRAG: {
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Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
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Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
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Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
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ev.screen_drag.x=t.x;
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ev.screen_drag.y=t.y;
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ev.screen_drag.relative_x=r.x;
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ev.screen_drag.relative_y=r.y;
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ev.screen_drag.speed_x=s.x;
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ev.screen_drag.speed_y=s.y;
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} break;
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}
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return ev;
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}
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