/*************************************************************************/ /* input_event.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #ifndef INPUT_EVENT_H #define INPUT_EVENT_H #include "core/input/input_enums.h" #include "core/io/resource.h" #include "core/math/transform_2d.h" #include "core/os/keyboard.h" #include "core/string/ustring.h" #include "core/typedefs.h" /** * Input Event classes. These are used in the main loop. * The events are pretty obvious. */ class Shortcut; /** * Input Modifier Status * for keyboard/mouse events. */ class InputEvent : public Resource { GDCLASS(InputEvent, Resource); int device = 0; protected: static void _bind_methods(); public: static const int DEVICE_ID_TOUCH_MOUSE; static const int DEVICE_ID_INTERNAL; void set_device(int p_device); int get_device() const; bool is_action(const StringName &p_action, bool p_exact_match = false) const; bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false, bool p_exact_match = false) const; bool is_action_released(const StringName &p_action, bool p_exact_match = false) const; float get_action_strength(const StringName &p_action, bool p_exact_match = false) const; float get_action_raw_strength(const StringName &p_action, bool p_exact_match = false) const; // To be removed someday, since they do not make sense for all events virtual bool is_pressed() const; virtual bool is_echo() const; virtual String as_text() const = 0; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const; virtual bool is_action_type() const; virtual bool accumulate(const Ref &p_event) { return false; } InputEvent() {} }; class InputEventFromWindow : public InputEvent { GDCLASS(InputEventFromWindow, InputEvent); int64_t window_id = 0; protected: static void _bind_methods(); public: void set_window_id(int64_t p_id); int64_t get_window_id() const; InputEventFromWindow() {} }; class InputEventWithModifiers : public InputEventFromWindow { GDCLASS(InputEventWithModifiers, InputEventFromWindow); bool store_command = true; bool shift_pressed = false; bool alt_pressed = false; #ifdef APPLE_STYLE_KEYS union { bool command_pressed; bool meta_pressed = false; //< windows/mac key }; bool ctrl_pressed = false; #else union { bool command_pressed; //< windows/mac key bool ctrl_pressed = false; }; bool meta_pressed = false; //< windows/mac key #endif protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; public: void set_store_command(bool p_enabled); bool is_storing_command() const; void set_shift_pressed(bool p_pressed); bool is_shift_pressed() const; void set_alt_pressed(bool p_pressed); bool is_alt_pressed() const; void set_ctrl_pressed(bool p_pressed); bool is_ctrl_pressed() const; void set_meta_pressed(bool p_pressed); bool is_meta_pressed() const; void set_command_pressed(bool p_pressed); bool is_command_pressed() const; void set_modifiers_from_event(const InputEventWithModifiers *event); Key get_modifiers_mask() const; virtual String as_text() const override; virtual String to_string() override; InputEventWithModifiers() {} }; class InputEventKey : public InputEventWithModifiers { GDCLASS(InputEventKey, InputEventWithModifiers); bool pressed = false; /// otherwise release Key keycode = Key::NONE; // Key enum, without modifier masks. Key physical_keycode = Key::NONE; uint32_t unicode = 0; ///unicode bool echo = false; /// true if this is an echo key protected: static void _bind_methods(); public: void set_pressed(bool p_pressed); virtual bool is_pressed() const override; void set_keycode(Key p_keycode); Key get_keycode() const; void set_physical_keycode(Key p_keycode); Key get_physical_keycode() const; void set_unicode(char32_t p_unicode); char32_t get_unicode() const; void set_echo(bool p_enable); virtual bool is_echo() const override; Key get_keycode_with_modifiers() const; Key get_physical_keycode_with_modifiers() const; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; virtual String to_string() override; static Ref create_reference(Key p_keycode_with_modifier_masks); InputEventKey() {} }; class InputEventMouse : public InputEventWithModifiers { GDCLASS(InputEventMouse, InputEventWithModifiers); MouseButton button_mask = MouseButton::NONE; Vector2 pos; Vector2 global_pos; protected: static void _bind_methods(); public: void set_button_mask(MouseButton p_mask); MouseButton get_button_mask() const; void set_position(const Vector2 &p_pos); Vector2 get_position() const; void set_global_position(const Vector2 &p_global_pos); Vector2 get_global_position() const; InputEventMouse() {} }; class InputEventMouseButton : public InputEventMouse { GDCLASS(InputEventMouseButton, InputEventMouse); float factor = 1; MouseButton button_index = MouseButton::NONE; bool pressed = false; //otherwise released bool double_click = false; //last even less than double click time protected: static void _bind_methods(); public: void set_factor(float p_factor); float get_factor() const; void set_button_index(MouseButton p_index); MouseButton get_button_index() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const override; void set_double_click(bool p_double_click); bool is_double_click() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; virtual String to_string() override; InputEventMouseButton() {} }; class InputEventMouseMotion : public InputEventMouse { GDCLASS(InputEventMouseMotion, InputEventMouse); Vector2 tilt; float pressure = 0; Vector2 relative; Vector2 speed; protected: static void _bind_methods(); public: void set_tilt(const Vector2 &p_tilt); Vector2 get_tilt() const; void set_pressure(float p_pressure); float get_pressure() const; void set_relative(const Vector2 &p_relative); Vector2 get_relative() const; void set_speed(const Vector2 &p_speed); Vector2 get_speed() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual String as_text() const override; virtual String to_string() override; virtual bool accumulate(const Ref &p_event) override; InputEventMouseMotion() {} }; class InputEventJoypadMotion : public InputEvent { GDCLASS(InputEventJoypadMotion, InputEvent); JoyAxis axis = (JoyAxis)0; ///< Joypad axis float axis_value = 0; ///< -1 to 1 protected: static void _bind_methods(); public: void set_axis(JoyAxis p_axis); JoyAxis get_axis() const; void set_axis_value(float p_value); float get_axis_value() const; virtual bool is_pressed() const override; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; virtual String to_string() override; InputEventJoypadMotion() {} }; class InputEventJoypadButton : public InputEvent { GDCLASS(InputEventJoypadButton, InputEvent); JoyButton button_index = (JoyButton)0; bool pressed = false; float pressure = 0; //0 to 1 protected: static void _bind_methods(); public: void set_button_index(JoyButton p_index); JoyButton get_button_index() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const override; void set_pressure(float p_pressure); float get_pressure() const; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; virtual String to_string() override; static Ref create_reference(JoyButton p_btn_index); InputEventJoypadButton() {} }; class InputEventScreenTouch : public InputEventFromWindow { GDCLASS(InputEventScreenTouch, InputEventFromWindow); int index = 0; Vector2 pos; bool pressed = false; protected: static void _bind_methods(); public: void set_index(int p_index); int get_index() const; void set_position(const Vector2 &p_pos); Vector2 get_position() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const override; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual String as_text() const override; virtual String to_string() override; InputEventScreenTouch() {} }; class InputEventScreenDrag : public InputEventFromWindow { GDCLASS(InputEventScreenDrag, InputEventFromWindow); int index = 0; Vector2 pos; Vector2 relative; Vector2 speed; protected: static void _bind_methods(); public: void set_index(int p_index); int get_index() const; void set_position(const Vector2 &p_pos); Vector2 get_position() const; void set_relative(const Vector2 &p_relative); Vector2 get_relative() const; void set_speed(const Vector2 &p_speed); Vector2 get_speed() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual String as_text() const override; virtual String to_string() override; virtual bool accumulate(const Ref &p_event) override; InputEventScreenDrag() {} }; class InputEventAction : public InputEvent { GDCLASS(InputEventAction, InputEvent); StringName action; bool pressed = false; float strength = 1.0f; protected: static void _bind_methods(); public: void set_action(const StringName &p_action); StringName get_action() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const override; void set_strength(float p_strength); float get_strength() const; virtual bool is_action(const StringName &p_action) const; virtual bool action_match(const Ref &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override; virtual bool is_match(const Ref &p_event, bool p_exact_match = true) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; virtual String to_string() override; InputEventAction() {} }; class InputEventGesture : public InputEventWithModifiers { GDCLASS(InputEventGesture, InputEventWithModifiers); Vector2 pos; protected: static void _bind_methods(); public: void set_position(const Vector2 &p_pos); Vector2 get_position() const; }; class InputEventMagnifyGesture : public InputEventGesture { GDCLASS(InputEventMagnifyGesture, InputEventGesture); real_t factor = 1.0; protected: static void _bind_methods(); public: void set_factor(real_t p_factor); real_t get_factor() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual String as_text() const override; virtual String to_string() override; InputEventMagnifyGesture() {} }; class InputEventPanGesture : public InputEventGesture { GDCLASS(InputEventPanGesture, InputEventGesture); Vector2 delta; protected: static void _bind_methods(); public: void set_delta(const Vector2 &p_delta); Vector2 get_delta() const; virtual Ref xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override; virtual String as_text() const override; virtual String to_string() override; InputEventPanGesture() {} }; class InputEventMIDI : public InputEvent { GDCLASS(InputEventMIDI, InputEvent); int channel = 0; MIDIMessage message = MIDIMessage::NONE; int pitch = 0; int velocity = 0; int instrument = 0; int pressure = 0; int controller_number = 0; int controller_value = 0; protected: static void _bind_methods(); public: void set_channel(const int p_channel); int get_channel() const; void set_message(const MIDIMessage p_message); MIDIMessage get_message() const; void set_pitch(const int p_pitch); int get_pitch() const; void set_velocity(const int p_velocity); int get_velocity() const; void set_instrument(const int p_instrument); int get_instrument() const; void set_pressure(const int p_pressure); int get_pressure() const; void set_controller_number(const int p_controller_number); int get_controller_number() const; void set_controller_value(const int p_controller_value); int get_controller_value() const; virtual String as_text() const override; virtual String to_string() override; InputEventMIDI() {} }; class InputEventShortcut : public InputEvent { GDCLASS(InputEventShortcut, InputEvent); Ref shortcut; protected: static void _bind_methods(); public: void set_shortcut(Ref p_shortcut); Ref get_shortcut(); virtual bool is_pressed() const override; virtual String as_text() const override; virtual String to_string() override; }; #endif // INPUT_EVENT_H