godot-cpp/include/gen/InputEvent.hpp

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#ifndef GODOT_CPP_INPUTEVENT_HPP
#define GODOT_CPP_INPUTEVENT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Resource.hpp"
namespace godot {
class InputEvent;
class InputEvent : public Resource {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "InputEvent"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
// methods
void set_device(const int64_t device);
int64_t get_device() const;
bool is_action(const String action) const;
bool is_action_pressed(const String action) const;
bool is_action_released(const String action) const;
double get_action_strength(const String action) const;
bool is_pressed() const;
bool is_echo() const;
String as_text() const;
bool shortcut_match(const Ref<InputEvent> event) const;
bool is_action_type() const;
Ref<InputEvent> xformed_by(const Transform2D xform, const Vector2 local_ofs = Vector2(0, 0)) const;
};
}
#endif