#include "InputEvent.h" #include #include #include "Vector2.h" #include "Transform2D.h" #include #include "String.h" namespace godot { bool InputEvent::operator==(const InputEvent &p_event) const { if (type != p_event.type){ return false; } switch(type) { /** Current clang-format style doesn't play well with the aligned return values of that switch. */ /* clang-format off */ case NONE: return true; case KEY: return key.unicode == p_event.key.unicode && key.scancode == p_event.key.scancode && key.echo == p_event.key.echo && key.pressed == p_event.key.pressed && key.mod == p_event.key.mod; case MOUSE_MOTION: return mouse_motion.x == p_event.mouse_motion.x && mouse_motion.y == p_event.mouse_motion.y && mouse_motion.relative_x == p_event.mouse_motion.relative_x && mouse_motion.relative_y == p_event.mouse_motion.relative_y && mouse_motion.button_mask == p_event.mouse_motion.button_mask && key.mod == p_event.key.mod; case MOUSE_BUTTON: return mouse_button.pressed == p_event.mouse_button.pressed && mouse_button.x == p_event.mouse_button.x && mouse_button.y == p_event.mouse_button.y && mouse_button.button_index == p_event.mouse_button.button_index && mouse_button.button_mask == p_event.mouse_button.button_mask && key.mod == p_event.key.mod; case JOYPAD_MOTION: return joy_motion.axis == p_event.joy_motion.axis && joy_motion.axis_value == p_event.joy_motion.axis_value; case JOYPAD_BUTTON: return joy_button.pressed == p_event.joy_button.pressed && joy_button.button_index == p_event.joy_button.button_index && joy_button.pressure == p_event.joy_button.pressure; case SCREEN_TOUCH: return screen_touch.pressed == p_event.screen_touch.pressed && screen_touch.index == p_event.screen_touch.index && screen_touch.x == p_event.screen_touch.x && screen_touch.y == p_event.screen_touch.y; case SCREEN_DRAG: return screen_drag.index == p_event.screen_drag.index && screen_drag.x == p_event.screen_drag.x && screen_drag.y == p_event.screen_drag.y; case ACTION: return action.action == p_event.action.action && action.pressed == p_event.action.pressed; /* clang-format on */ default: ERR_PRINT("No logic to compare InputEvents of this type, this shouldn't happen."); } return false; } InputEvent::operator String() const { /* String str ="Device "+itos(device)+" ID "+itos(ID)+" "; switch(type) { case NONE: { return "Event: None"; } break; case KEY: { str+= "Event: Key "; str=str+"Unicode: "+String::chr(key.unicode)+" Scan: "+itos( key.scancode )+" Echo: "+String(key.echo?"True":"False")+" Pressed"+String(key.pressed?"True":"False")+" Mod: "; if (key.mod.shift) str+="S"; if (key.mod.control) str+="C"; if (key.mod.alt) str+="A"; if (key.mod.meta) str+="M"; return str; } break; case MOUSE_MOTION: { str+= "Event: Motion "; str=str+" Pos: " +itos(mouse_motion.x)+","+itos(mouse_motion.y)+" Rel: "+itos(mouse_motion.relative_x)+","+itos(mouse_motion.relative_y)+" Mask: "; for (int i=0;i<8;i++) { if ((1<get_action_from_id(action.action)+" Pressed: "+itos(action.pressed); return str; } break; } */ return ""; } void InputEvent::set_as_action(const String& p_action, bool p_pressed) { godot_input_event_set_as_action((godot_input_event *) this, (godot_string*) &p_action, p_pressed); } bool InputEvent::is_pressed() const { switch(type) { case KEY: return key.pressed; case MOUSE_BUTTON: return mouse_button.pressed; case JOYPAD_BUTTON: return joy_button.pressed; case SCREEN_TOUCH: return screen_touch.pressed; case JOYPAD_MOTION: return ::fabs(joy_motion.axis_value) > 0.5; case ACTION: return action.pressed; default: {} } return false; } bool InputEvent::is_echo() const { return (type==KEY && key.echo); } bool InputEvent::is_action(const String& p_action) const { return godot_input_event_is_action((godot_input_event *) this, (godot_string *) &p_action); } bool InputEvent::is_action_pressed(const String& p_action) const { return is_action(p_action) && is_pressed() && !is_echo(); } bool InputEvent::is_action_released(const String& p_action) const { return is_action(p_action) && !is_pressed(); } InputEvent InputEvent::xform_by(const Transform2D& p_xform) const { InputEvent ev=*this; switch(ev.type) { case InputEvent::MOUSE_BUTTON: { Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y)); Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y)); ev.mouse_button.x=l.x; ev.mouse_button.y=l.y; ev.mouse_button.global_x=g.x; ev.mouse_button.global_y=g.y; } break; case InputEvent::MOUSE_MOTION: { Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y)); Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y)); Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y)); Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y)); ev.mouse_motion.x=l.x; ev.mouse_motion.y=l.y; ev.mouse_motion.global_x=g.x; ev.mouse_motion.global_y=g.y; ev.mouse_motion.relative_x=r.x; ev.mouse_motion.relative_y=r.y; ev.mouse_motion.speed_x=s.x; ev.mouse_motion.speed_y=s.y; } break; case InputEvent::SCREEN_TOUCH: { Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y)); ev.screen_touch.x=t.x; ev.screen_touch.y=t.y; } break; case InputEvent::SCREEN_DRAG: { Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y)); Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y)); Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y)); ev.screen_drag.x=t.x; ev.screen_drag.y=t.y; ev.screen_drag.relative_x=r.x; ev.screen_drag.relative_y=r.y; ev.screen_drag.speed_x=s.x; ev.screen_drag.speed_y=s.y; } break; } return ev; } }