5cecdfa8af
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
563 lines
16 KiB
C++
563 lines
16 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "core/input/input_enums.h"
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#include "core/io/resource.h"
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#include "core/math/transform_2d.h"
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#include "core/os/keyboard.h"
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#include "core/string/ustring.h"
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#include "core/typedefs.h"
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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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class Shortcut;
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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 = 0;
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protected:
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static void _bind_methods();
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public:
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static const int DEVICE_ID_TOUCH_MOUSE;
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static const int DEVICE_ID_INTERNAL;
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void set_device(int p_device);
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int get_device() const;
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bool is_action(const StringName &p_action, bool p_exact_match = false) const;
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bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false, bool p_exact_match = false) const;
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bool is_action_released(const StringName &p_action, bool p_exact_match = false) const;
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float get_action_strength(const StringName &p_action, bool p_exact_match = false) const;
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float get_action_raw_strength(const StringName &p_action, bool p_exact_match = false) const;
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// To be removed someday, since they do not make sense for all events
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virtual bool is_pressed() const;
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virtual bool is_echo() const;
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virtual String as_text() const = 0;
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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, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const;
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virtual bool is_action_type() const;
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virtual bool accumulate(const Ref<InputEvent> &p_event) { return false; }
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InputEvent() {}
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};
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class InputEventFromWindow : public InputEvent {
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GDCLASS(InputEventFromWindow, InputEvent);
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int64_t window_id = 0;
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protected:
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static void _bind_methods();
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public:
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void set_window_id(int64_t p_id);
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int64_t get_window_id() const;
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InputEventFromWindow() {}
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};
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class InputEventWithModifiers : public InputEventFromWindow {
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GDCLASS(InputEventWithModifiers, InputEventFromWindow);
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bool store_command = true;
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bool shift_pressed = false;
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bool alt_pressed = false;
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#ifdef APPLE_STYLE_KEYS
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union {
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bool command_pressed;
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bool meta_pressed = false; //< windows/mac key
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};
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bool ctrl_pressed = false;
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#else
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union {
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bool command_pressed; //< windows/mac key
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bool ctrl_pressed = false;
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};
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bool meta_pressed = false; //< 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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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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void set_store_command(bool p_enabled);
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bool is_storing_command() const;
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void set_shift_pressed(bool p_pressed);
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bool is_shift_pressed() const;
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void set_alt_pressed(bool p_pressed);
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bool is_alt_pressed() const;
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void set_ctrl_pressed(bool p_pressed);
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bool is_ctrl_pressed() const;
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void set_meta_pressed(bool p_pressed);
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bool is_meta_pressed() const;
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void set_command_pressed(bool p_pressed);
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bool is_command_pressed() const;
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void set_modifiers_from_event(const InputEventWithModifiers *event);
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uint32_t get_modifiers_mask() const;
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virtual String as_text() const override;
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virtual String to_string() override;
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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 = false; /// otherwise release
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Key keycode = KEY_NONE; // Key enum, without modifier masks.
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Key physical_keycode = KEY_NONE;
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uint32_t unicode = 0; ///unicode
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bool echo = false; /// 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 override;
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void set_keycode(Key p_keycode);
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Key get_keycode() const;
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void set_physical_keycode(Key p_keycode);
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Key get_physical_keycode() 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 override;
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uint32_t get_keycode_with_modifiers() const;
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uint32_t get_physical_keycode_with_modifiers() const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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virtual String to_string() override;
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static Ref<InputEventKey> create_reference(Key p_keycode_with_modifier_masks);
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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 = 0;
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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 = 1;
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MouseButton button_index = MOUSE_BUTTON_NONE;
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bool pressed = false; //otherwise released
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bool double_click = false; //last even less than double click 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() const;
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void set_button_index(MouseButton p_index);
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MouseButton get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_double_click(bool p_double_click);
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bool is_double_click() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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virtual String to_string() override;
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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 tilt;
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float pressure = 0;
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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_tilt(const Vector2 &p_tilt);
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Vector2 get_tilt() const;
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void set_pressure(float p_pressure);
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float get_pressure() 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 override;
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virtual String as_text() const override;
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virtual String to_string() override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
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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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JoyAxis axis = (JoyAxis)0; ///< Joypad axis
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float axis_value = 0; ///< -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(JoyAxis p_axis);
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JoyAxis 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 override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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virtual String to_string() override;
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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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JoyButton button_index = (JoyButton)0;
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bool pressed = false;
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float pressure = 0; //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(JoyButton p_index);
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JoyButton get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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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, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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virtual String to_string() override;
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static Ref<InputEventJoypadButton> create_reference(JoyButton p_btn_index);
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InputEventJoypadButton() {}
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};
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class InputEventScreenTouch : public InputEventFromWindow {
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GDCLASS(InputEventScreenTouch, InputEventFromWindow);
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int index = 0;
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Vector2 pos;
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bool pressed = false;
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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 override;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventScreenTouch() {}
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};
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class InputEventScreenDrag : public InputEventFromWindow {
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GDCLASS(InputEventScreenDrag, InputEventFromWindow);
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int index = 0;
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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 override;
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virtual String as_text() const override;
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virtual String to_string() override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
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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 = false;
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float strength = 1.0f;
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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 override;
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void set_strength(float p_strength);
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float get_strength() const;
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virtual bool is_action(const StringName &p_action) const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_match(const Ref<InputEvent> &p_event, bool p_exact_match = true) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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virtual String to_string() override;
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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 = 1.0;
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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 override;
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virtual String as_text() const override;
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virtual String to_string() override;
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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 override;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventPanGesture() {}
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};
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class InputEventMIDI : public InputEvent {
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GDCLASS(InputEventMIDI, InputEvent);
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int channel = 0;
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MIDIMessage message = MIDI_MESSAGE_NONE;
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int pitch = 0;
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int velocity = 0;
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int instrument = 0;
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int pressure = 0;
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int controller_number = 0;
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int controller_value = 0;
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protected:
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static void _bind_methods();
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public:
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void set_channel(const int p_channel);
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int get_channel() const;
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void set_message(const MIDIMessage p_message);
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MIDIMessage get_message() const;
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void set_pitch(const int p_pitch);
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int get_pitch() const;
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void set_velocity(const int p_velocity);
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int get_velocity() const;
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void set_instrument(const int p_instrument);
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int get_instrument() const;
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void set_pressure(const int p_pressure);
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int get_pressure() const;
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void set_controller_number(const int p_controller_number);
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int get_controller_number() const;
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void set_controller_value(const int p_controller_value);
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int get_controller_value() const;
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virtual String as_text() const override;
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virtual String to_string() override;
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InputEventMIDI() {}
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};
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class InputEventShortcut : public InputEvent {
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GDCLASS(InputEventShortcut, InputEvent);
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Ref<Shortcut> shortcut;
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protected:
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static void _bind_methods();
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public:
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void set_shortcut(Ref<Shortcut> p_shortcut);
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Ref<Shortcut> get_shortcut();
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virtual bool is_pressed() const override;
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virtual String as_text() const override;
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virtual String to_string() override;
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};
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#endif // INPUT_EVENT_H
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