diff options
Diffstat (limited to 'modules/gdnative/godot/godot_input_event.cpp')
-rw-r--r-- | modules/gdnative/godot/godot_input_event.cpp | 309 |
1 files changed, 309 insertions, 0 deletions
diff --git a/modules/gdnative/godot/godot_input_event.cpp b/modules/gdnative/godot/godot_input_event.cpp new file mode 100644 index 0000000000..0401c96a88 --- /dev/null +++ b/modules/gdnative/godot/godot_input_event.cpp @@ -0,0 +1,309 @@ +/*************************************************************************/ +/* godot_input_event.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "godot_input_event.h" + +#include "os/input_event.h" + +#ifdef __cplusplus +extern "C" { +#endif + +void _input_event_api_anchor() { +} + +void GDAPI godot_input_event_new(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + *ie = InputEvent(); +} + +godot_bool GDAPI godot_input_event_is_pressed(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + return ie->is_pressed(); +} + +godot_bool GDAPI godot_input_event_is_action(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action(*action); +} + +godot_bool GDAPI godot_input_event_is_action_pressed(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action_pressed(*action); +} + +godot_bool GDAPI godot_input_event_is_action_released(const godot_input_event *p_ie, const godot_string *p_action) { + const InputEvent *ie = (const InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->is_action_released(*action); +} + +godot_bool GDAPI godot_input_event_is_echo(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + return ie->is_echo(); +} + +void GDAPI godot_input_event_set_as_action(godot_input_event *p_ie, const godot_string *p_action, const godot_bool p_pressed) { + InputEvent *ie = (InputEvent *)p_ie; + const String *action = (const String *)p_action; + return ie->set_as_action(*action, p_pressed); +} + +godot_string GDAPI godot_input_event_as_string(const godot_input_event *p_ie) { + const InputEvent *ie = (const InputEvent *)p_ie; + godot_string str; + String *s = (String *)&str; + memnew_placement(s, String); + *s = (String)*ie; + return str; +} + +uint32_t GDAPI *godot_input_event_get_id(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return &ie->ID; +} + +godot_input_event_type GDAPI *godot_input_event_get_type(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return (godot_input_event_type *)&ie->type; +} + +godot_int GDAPI *godot_input_event_get_device(godot_input_event *p_ie) { + InputEvent *ie = (InputEvent *)p_ie; + return &ie->device; +} + +static InputModifierState *_get_mod_for_type(InputEvent *ie) { + switch (ie->type) { + case InputEvent::MOUSE_BUTTON: + return &ie->mouse_button.mod; + case InputEvent::MOUSE_MOTION: + return &ie->mouse_motion.mod; + case InputEvent::KEY: + return &ie->key.mod; + default: + return 0; + } +} + +godot_bool GDAPI *godot_input_event_mod_get_alt(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->alt; +} + +godot_bool GDAPI *godot_input_event_mod_get_ctrl(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->control; +} + +godot_bool GDAPI *godot_input_event_mod_get_command(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->command; +} + +godot_bool GDAPI *godot_input_event_mod_get_shift(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->shift; +} + +godot_bool GDAPI *godot_input_event_mod_get_meta(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + InputModifierState *mod = _get_mod_for_type(ie); + return &mod->meta; +} + +uint32_t GDAPI *godot_input_event_key_get_scancode(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.scancode; +} + +uint32_t GDAPI *godot_input_event_key_get_unicode(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.unicode; +} + +godot_bool GDAPI *godot_input_event_key_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.pressed; +} + +godot_bool GDAPI *godot_input_event_key_get_echo(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->key.echo; +} + +float GDAPI *godot_input_event_mouse_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.x; +} + +float GDAPI *godot_input_event_mouse_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.y; +} + +float GDAPI *godot_input_event_mouse_get_global_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.global_x; +} + +float GDAPI *godot_input_event_mouse_get_global_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.global_y; +} + +godot_int GDAPI *godot_input_event_mouse_get_button_mask(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.button_mask; +} + +godot_int GDAPI *godot_input_event_mouse_button_get_button_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.button_index; +} + +godot_bool GDAPI *godot_input_event_mouse_button_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.pressed; +} + +godot_bool GDAPI *godot_input_event_mouse_button_get_doubleclick(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_button.doubleclick; +} + +float GDAPI *godot_input_event_mouse_motion_get_relative_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.relative_x; +} + +float GDAPI *godot_input_event_mouse_motion_get_relative_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.relative_y; +} + +float GDAPI *godot_input_event_mouse_motion_get_speed_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.speed_x; +} + +float GDAPI *godot_input_event_mouse_motion_get_speed_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->mouse_motion.speed_y; +} + +godot_int GDAPI *godot_input_event_joypad_motion_get_axis(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_motion.axis; +} + +float GDAPI *godot_input_event_joypad_motion_get_axis_value(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_motion.axis_value; +} + +godot_int GDAPI *godot_input_event_joypad_button_get_button_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.button_index; +} + +godot_bool GDAPI *godot_input_event_joypad_button_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.pressed; +} + +float GDAPI *godot_input_event_joypad_button_get_pressure(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->joy_button.pressure; +} + +godot_int GDAPI *godot_input_event_screen_touch_get_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.index; +} + +float GDAPI *godot_input_event_screen_touch_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.x; +} + +float GDAPI *godot_input_event_screen_touch_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.y; +} + +godot_bool GDAPI *godot_input_event_screen_touch_get_pressed(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_touch.pressed; +} + +godot_int GDAPI *godot_input_event_screen_drag_get_index(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.index; +} + +float GDAPI *godot_input_event_screen_drag_get_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.x; +} + +float GDAPI *godot_input_event_screen_drag_get_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.y; +} + +float GDAPI *godot_input_event_screen_drag_get_relative_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.relative_x; +} + +float GDAPI *godot_input_event_screen_drag_get_relative_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.relative_y; +} + +float GDAPI *godot_input_event_screen_drag_get_speed_x(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.speed_x; +} + +float GDAPI *godot_input_event_screen_drag_get_speed_y(godot_input_event *p_event) { + InputEvent *ie = (InputEvent *)p_event; + return &ie->screen_drag.speed_y; +} + +#ifdef __cplusplus +} +#endif |