#ifndef INPUTEVENT_H #define INPUTEVENT_H #include #include #include "String.h" 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 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 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; }; struct 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; InputEvent() { memset(this,0,sizeof(InputEvent)); } }; 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; } } #endif // INPUTEVENT_H