#ifndef GODOT_CPP_INPUTEVENT_HPP #define GODOT_CPP_INPUTEVENT_HPP #include #include #include #include #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 event) const; bool is_action_type() const; Ref xformed_by(const Transform2D xform, const Vector2 local_ofs = Vector2(0, 0)) const; }; } #endif