272 lines
4.7 KiB
C++
272 lines
4.7 KiB
C++
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#ifndef INPUTEVENT_H
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#define INPUTEVENT_H
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#include <cstdint>
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#include <memory.h>
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#include "String.hpp"
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namespace godot {
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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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inline 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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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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float x,y;
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float 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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float relative_x,relative_y;
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float speed_x,speed_y;
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};
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struct InputEventJoypadMotion {
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int axis; ///< Joypad axis
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float axis_value; ///< -1 to 1
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};
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struct InputEventJoypadButton {
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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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float 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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float x,y;
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float 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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class Transform2D;
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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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JOYPAD_MOTION,
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JOYPAD_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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InputEventJoypadMotion joy_motion;
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InputEventJoypadButton 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 Transform2D& 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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inline InputEvent() { memset(this,0,sizeof(InputEvent)); }
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};
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}
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#endif // INPUTEVENT_H
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