#ifndef INPUTEVENT_H #define INPUTEVENT_H #if defined(_WIN32) # ifdef _GD_CPP_CORE_API_IMPL # define GD_CPP_CORE_API __declspec(dllexport) # else # define GD_CPP_CORE_API __declspec(dllimport) # endif #else # define GD_CPP_CORE_API #endif #include #include #include "String.hpp" namespace godot { enum { BUTTON_LEFT=1, BUTTON_RIGHT=2, BUTTON_MIDDLE=3, BUTTON_WHEEL_UP=4, BUTTON_WHEEL_DOWN=5, BUTTON_WHEEL_LEFT=6, BUTTON_WHEEL_RIGHT=7, BUTTON_MASK_LEFT=(1<<(BUTTON_LEFT-1)), BUTTON_MASK_RIGHT=(1<<(BUTTON_RIGHT-1)), BUTTON_MASK_MIDDLE=(1<<(BUTTON_MIDDLE-1)), }; enum { JOY_BUTTON_0 = 0, JOY_BUTTON_1 = 1, JOY_BUTTON_2 = 2, JOY_BUTTON_3 = 3, JOY_BUTTON_4 = 4, JOY_BUTTON_5 = 5, JOY_BUTTON_6 = 6, JOY_BUTTON_7 = 7, JOY_BUTTON_8 = 8, JOY_BUTTON_9 = 9, JOY_BUTTON_10 = 10, JOY_BUTTON_11 = 11, JOY_BUTTON_12 = 12, JOY_BUTTON_13 = 13, JOY_BUTTON_14 = 14, JOY_BUTTON_15 = 15, JOY_BUTTON_MAX = 16, JOY_L = JOY_BUTTON_4, JOY_R = JOY_BUTTON_5, JOY_L2 = JOY_BUTTON_6, JOY_R2 = JOY_BUTTON_7, JOY_L3 = JOY_BUTTON_8, JOY_R3 = JOY_BUTTON_9, JOY_SELECT = JOY_BUTTON_10, JOY_START = JOY_BUTTON_11, JOY_DPAD_UP = JOY_BUTTON_12, JOY_DPAD_DOWN = JOY_BUTTON_13, JOY_DPAD_LEFT = JOY_BUTTON_14, JOY_DPAD_RIGHT = JOY_BUTTON_15, // a little history about game controllers (who copied who) JOY_SNES_B = JOY_BUTTON_0, JOY_SNES_A = JOY_BUTTON_1, JOY_SNES_Y = JOY_BUTTON_2, JOY_SNES_X = JOY_BUTTON_3, JOY_SONY_CIRCLE=JOY_SNES_A, JOY_SONY_X=JOY_SNES_B, JOY_SONY_SQUARE=JOY_SNES_Y, JOY_SONY_TRIANGLE=JOY_SNES_X, JOY_SEGA_B=JOY_SNES_A, JOY_SEGA_A=JOY_SNES_B, JOY_SEGA_X=JOY_SNES_Y, JOY_SEGA_Y=JOY_SNES_X, JOY_XBOX_B=JOY_SEGA_B, JOY_XBOX_A=JOY_SEGA_A, JOY_XBOX_X=JOY_SEGA_X, JOY_XBOX_Y=JOY_SEGA_Y, JOY_DS_A = JOY_SNES_A, JOY_DS_B = JOY_SNES_B, JOY_DS_X = JOY_SNES_X, JOY_DS_Y = JOY_SNES_Y, JOY_WII_C = JOY_BUTTON_5, JOY_WII_Z = JOY_BUTTON_6, JOY_WII_MINUS = JOY_BUTTON_9, JOY_WII_PLUS = JOY_BUTTON_10, // end of history JOY_AXIS_0=0, JOY_AXIS_1=1, JOY_AXIS_2=2, JOY_AXIS_3=3, JOY_AXIS_4=4, JOY_AXIS_5=5, JOY_AXIS_6=6, JOY_AXIS_7=7, JOY_AXIS_MAX=8, JOY_ANALOG_0_X = JOY_AXIS_0, JOY_ANALOG_0_Y = JOY_AXIS_1, JOY_ANALOG_1_X = JOY_AXIS_2, JOY_ANALOG_1_Y = JOY_AXIS_3, JOY_ANALOG_2_X = JOY_AXIS_4, JOY_ANALOG_2_Y = JOY_AXIS_5, JOY_ANALOG_L2 = JOY_AXIS_6, JOY_ANALOG_R2 = JOY_AXIS_7, }; /** * Input Modifier Status * for keyboard/mouse events. */ struct GD_CPP_CORE_API InputModifierState { bool shift; bool alt; #ifdef APPLE_STYLE_KEYS union { bool command; bool meta; //< windows/mac key }; bool control; #else union { bool command; //< windows/mac key bool control; }; bool meta; //< windows/mac key #endif inline bool operator==(const InputModifierState& rvalue) const { return ( (shift==rvalue.shift) && (alt==rvalue.alt) && (control==rvalue.control) && (meta==rvalue.meta)); } }; struct InputEventKey { InputModifierState mod; bool pressed; /// otherwise release uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks uint32_t unicode; ///unicode bool echo; /// true if this is an echo key }; struct InputEventMouse { InputModifierState mod; int button_mask; float x,y; float global_x,global_y; int pointer_index; }; struct InputEventMouseButton : public InputEventMouse { int button_index; bool pressed; //otherwise released bool doubleclick; //last even less than doubleclick time }; struct InputEventMouseMotion : public InputEventMouse { float relative_x,relative_y; float speed_x,speed_y; }; struct InputEventJoypadMotion { int axis; ///< Joypad axis float axis_value; ///< -1 to 1 }; struct InputEventJoypadButton { int button_index; bool pressed; float pressure; //0 to 1 }; struct InputEventScreenTouch { int index; float x,y; bool pressed; }; struct InputEventScreenDrag { int index; float x,y; float relative_x,relative_y; float speed_x,speed_y; }; struct InputEventAction { int action; bool pressed; }; class Transform2D; struct GD_CPP_CORE_API InputEvent { enum Type { NONE, KEY, MOUSE_MOTION, MOUSE_BUTTON, JOYPAD_MOTION, JOYPAD_BUTTON, SCREEN_TOUCH, SCREEN_DRAG, ACTION, TYPE_MAX }; uint32_t ID; int type; int device; union { InputEventMouseMotion mouse_motion; InputEventMouseButton mouse_button; InputEventJoypadMotion joy_motion; InputEventJoypadButton joy_button; InputEventKey key; InputEventScreenTouch screen_touch; InputEventScreenDrag screen_drag; InputEventAction action; }; bool is_pressed() const; bool is_action(const String& p_action) const; bool is_action_pressed(const String& p_action) const; bool is_action_released(const String& p_action) const; bool is_echo() const; void set_as_action(const String& p_action, bool p_pressed); InputEvent xform_by(const Transform2D& p_xform) const; bool operator==(const InputEvent &p_event) const; operator String() const; inline InputEvent() { memset(this,0,sizeof(InputEvent)); } }; } #endif // INPUTEVENT_H