/*************************************************************************/ /* input_event.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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/io/resource.h" #include "core/math/transform_2d.h" #include "core/os/copymem.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. */ enum ButtonList { 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_XBUTTON1 = 8, BUTTON_XBUTTON2 = 9, BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)), BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)), BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)), BUTTON_MASK_XBUTTON1 = (1 << (BUTTON_XBUTTON1 - 1)), BUTTON_MASK_XBUTTON2 = (1 << (BUTTON_XBUTTON2 - 1)) }; enum JoyButtonList { JOY_INVALID_BUTTON = -1, // SDL Buttons JOY_BUTTON_A = 0, JOY_BUTTON_B = 1, JOY_BUTTON_X = 2, JOY_BUTTON_Y = 3, JOY_BUTTON_BACK = 4, JOY_BUTTON_GUIDE = 5, JOY_BUTTON_START = 6, JOY_BUTTON_LEFT_STICK = 7, JOY_BUTTON_RIGHT_STICK = 8, JOY_BUTTON_LEFT_SHOULDER = 9, JOY_BUTTON_RIGHT_SHOULDER = 10, JOY_BUTTON_DPAD_UP = 11, JOY_BUTTON_DPAD_DOWN = 12, JOY_BUTTON_DPAD_LEFT = 13, JOY_BUTTON_DPAD_RIGHT = 14, JOY_SDL_BUTTONS = 15, // Sony Buttons JOY_SONY_X = JOY_BUTTON_A, JOY_SONY_CROSS = JOY_BUTTON_A, JOY_SONY_CIRCLE = JOY_BUTTON_B, JOY_SONY_SQUARE = JOY_BUTTON_X, JOY_SONY_TRIANGLE = JOY_BUTTON_Y, JOY_SONY_SELECT = JOY_BUTTON_BACK, JOY_SONY_START = JOY_BUTTON_START, JOY_SONY_PS = JOY_BUTTON_GUIDE, JOY_SONY_L1 = JOY_BUTTON_LEFT_SHOULDER, JOY_SONY_R1 = JOY_BUTTON_RIGHT_SHOULDER, JOY_SONY_L3 = JOY_BUTTON_LEFT_STICK, JOY_SONY_R3 = JOY_BUTTON_RIGHT_STICK, // Xbox Buttons JOY_XBOX_A = JOY_BUTTON_A, JOY_XBOX_B = JOY_BUTTON_B, JOY_XBOX_X = JOY_BUTTON_X, JOY_XBOX_Y = JOY_BUTTON_Y, JOY_XBOX_BACK = JOY_BUTTON_BACK, JOY_XBOX_START = JOY_BUTTON_START, JOY_XBOX_HOME = JOY_BUTTON_GUIDE, JOY_XBOX_LS = JOY_BUTTON_LEFT_STICK, JOY_XBOX_RS = JOY_BUTTON_RIGHT_STICK, JOY_XBOX_LB = JOY_BUTTON_LEFT_SHOULDER, JOY_XBOX_RB = JOY_BUTTON_RIGHT_SHOULDER, JOY_BUTTON_MAX = 36 // Apparently Android supports up to 36 buttons. }; enum JoyAxisList { JOY_INVALID_AXIS = -1, // SDL Axes JOY_AXIS_LEFT_X = 0, JOY_AXIS_LEFT_Y = 1, JOY_AXIS_RIGHT_X = 2, JOY_AXIS_RIGHT_Y = 3, JOY_AXIS_TRIGGER_LEFT = 4, JOY_AXIS_TRIGGER_RIGHT = 5, JOY_SDL_AXES = 6, // Joystick axes. JOY_AXIS_0_X = 0, JOY_AXIS_0_Y = 1, JOY_AXIS_1_X = 2, JOY_AXIS_1_Y = 3, JOY_AXIS_2_X = 4, JOY_AXIS_2_Y = 5, JOY_AXIS_3_X = 6, JOY_AXIS_3_Y = 7, JOY_AXIS_4_X = 8, JOY_AXIS_4_Y = 9, JOY_AXIS_MAX = 10 // OpenVR supports up to 5 Joysticks making a total of 10 axes. }; enum MidiMessageList { MIDI_MESSAGE_NOTE_OFF = 0x8, MIDI_MESSAGE_NOTE_ON = 0x9, MIDI_MESSAGE_AFTERTOUCH = 0xA, MIDI_MESSAGE_CONTROL_CHANGE = 0xB, MIDI_MESSAGE_PROGRAM_CHANGE = 0xC, MIDI_MESSAGE_CHANNEL_PRESSURE = 0xD, MIDI_MESSAGE_PITCH_BEND = 0xE, }; /** * 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) const; bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false) const; bool is_action_released(const StringName &p_action) const; float get_action_strength(const StringName &p_action) const; float get_action_raw_strength(const StringName &p_action) 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; 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 shortcut_match(const Ref &p_event) 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 shift = false; bool alt = false; #ifdef APPLE_STYLE_KEYS union { bool command; bool meta = false; //< windows/mac key }; bool control = false; #else union { bool command; //< windows/mac key bool control = false; }; bool meta = false; //< windows/mac key #endif protected: static void _bind_methods(); public: void set_shift(bool p_enabled); bool get_shift() const; void set_alt(bool p_enabled); bool get_alt() const; void set_control(bool p_enabled); bool get_control() const; void set_metakey(bool p_enabled); bool get_metakey() const; void set_command(bool p_enabled); bool get_command() const; void set_modifiers_from_event(const InputEventWithModifiers *event); InputEventWithModifiers() {} }; class InputEventKey : public InputEventWithModifiers { GDCLASS(InputEventKey, InputEventWithModifiers); bool pressed = false; /// otherwise release uint32_t keycode = 0; ///< check keyboard.h , KeyCode enum, without modifier masks uint32_t physical_keycode = 0; 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(uint32_t p_keycode); uint32_t get_keycode() const; void set_physical_keycode(uint32_t p_keycode); uint32_t get_physical_keycode() const; void set_unicode(uint32_t p_unicode); uint32_t get_unicode() const; void set_echo(bool p_enable); virtual bool is_echo() const override; uint32_t get_keycode_with_modifiers() const; uint32_t 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 shortcut_match(const Ref &p_event) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; InputEventKey() {} }; class InputEventMouse : public InputEventWithModifiers { GDCLASS(InputEventMouse, InputEventWithModifiers); int button_mask = 0; Vector2 pos; Vector2 global_pos; protected: static void _bind_methods(); public: void set_button_mask(int p_mask); int 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; int button_index = 0; bool pressed = false; //otherwise released bool doubleclick = false; //last even less than doubleclick time protected: static void _bind_methods(); public: void set_factor(float p_factor); float get_factor() const; void set_button_index(int p_index); int get_button_index() const; void set_pressed(bool p_pressed); virtual bool is_pressed() const override; void set_doubleclick(bool p_doubleclick); bool is_doubleclick() 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_action_type() const override { return true; } virtual String as_text() const 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 bool accumulate(const Ref &p_event) override; InputEventMouseMotion() {} }; class InputEventJoypadMotion : public InputEvent { GDCLASS(InputEventJoypadMotion, InputEvent); int axis = 0; ///< Joypad axis float axis_value = 0; ///< -1 to 1 protected: static void _bind_methods(); public: void set_axis(int p_axis); int 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_action_type() const override { return true; } virtual String as_text() const override; InputEventJoypadMotion() {} }; class InputEventJoypadButton : public InputEvent { GDCLASS(InputEventJoypadButton, InputEvent); int button_index = 0; bool pressed = false; float pressure = 0; //0 to 1 protected: static void _bind_methods(); public: void set_button_index(int p_index); int 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 shortcut_match(const Ref &p_event) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const override; 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; 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; 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 shortcut_match(const Ref &p_event) const override; virtual bool is_action_type() const override { return true; } virtual String as_text() const 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; 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; InputEventPanGesture() {} }; class InputEventMIDI : public InputEvent { GDCLASS(InputEventMIDI, InputEvent); int channel = 0; int message = 0; 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 int p_message); int 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; InputEventMIDI() {} }; #endif // INPUT_EVENT_H