InputEvent.cpp 7.6 KB

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  1. #include "InputEvent.hpp"
  2. #include <cstdint>
  3. #include <memory.h>
  4. #include "Vector2.hpp"
  5. #include "Transform2D.hpp"
  6. #include <cmath>
  7. #include "String.hpp"
  8. namespace godot {
  9. bool InputEvent::operator==(const InputEvent &p_event) const {
  10. if (type != p_event.type){
  11. return false;
  12. }
  13. switch(type) {
  14. /** Current clang-format style doesn't play well with the aligned return values of that switch. */
  15. /* clang-format off */
  16. case NONE:
  17. return true;
  18. case KEY:
  19. return key.unicode == p_event.key.unicode
  20. && key.scancode == p_event.key.scancode
  21. && key.echo == p_event.key.echo
  22. && key.pressed == p_event.key.pressed
  23. && key.mod == p_event.key.mod;
  24. case MOUSE_MOTION:
  25. return mouse_motion.x == p_event.mouse_motion.x
  26. && mouse_motion.y == p_event.mouse_motion.y
  27. && mouse_motion.relative_x == p_event.mouse_motion.relative_x
  28. && mouse_motion.relative_y == p_event.mouse_motion.relative_y
  29. && mouse_motion.button_mask == p_event.mouse_motion.button_mask
  30. && key.mod == p_event.key.mod;
  31. case MOUSE_BUTTON:
  32. return mouse_button.pressed == p_event.mouse_button.pressed
  33. && mouse_button.x == p_event.mouse_button.x
  34. && mouse_button.y == p_event.mouse_button.y
  35. && mouse_button.button_index == p_event.mouse_button.button_index
  36. && mouse_button.button_mask == p_event.mouse_button.button_mask
  37. && key.mod == p_event.key.mod;
  38. case JOYPAD_MOTION:
  39. return joy_motion.axis == p_event.joy_motion.axis
  40. && joy_motion.axis_value == p_event.joy_motion.axis_value;
  41. case JOYPAD_BUTTON:
  42. return joy_button.pressed == p_event.joy_button.pressed
  43. && joy_button.button_index == p_event.joy_button.button_index
  44. && joy_button.pressure == p_event.joy_button.pressure;
  45. case SCREEN_TOUCH:
  46. return screen_touch.pressed == p_event.screen_touch.pressed
  47. && screen_touch.index == p_event.screen_touch.index
  48. && screen_touch.x == p_event.screen_touch.x
  49. && screen_touch.y == p_event.screen_touch.y;
  50. case SCREEN_DRAG:
  51. return screen_drag.index == p_event.screen_drag.index
  52. && screen_drag.x == p_event.screen_drag.x
  53. && screen_drag.y == p_event.screen_drag.y;
  54. case ACTION:
  55. return action.action == p_event.action.action
  56. && action.pressed == p_event.action.pressed;
  57. /* clang-format on */
  58. default:
  59. ERR_PRINT(String("No logic to compare InputEvents of this type, this shouldn't happen."));
  60. }
  61. return false;
  62. }
  63. InputEvent::operator String() const {
  64. /*
  65. String str ="Device "+itos(device)+" ID "+itos(ID)+" ";
  66. switch(type) {
  67. case NONE: {
  68. return "Event: None";
  69. } break;
  70. case KEY: {
  71. str+= "Event: Key ";
  72. str=str+"Unicode: "+String::chr(key.unicode)+" Scan: "+itos( key.scancode )+" Echo: "+String(key.echo?"True":"False")+" Pressed"+String(key.pressed?"True":"False")+" Mod: ";
  73. if (key.mod.shift)
  74. str+="S";
  75. if (key.mod.control)
  76. str+="C";
  77. if (key.mod.alt)
  78. str+="A";
  79. if (key.mod.meta)
  80. str+="M";
  81. return str;
  82. } break;
  83. case MOUSE_MOTION: {
  84. str+= "Event: Motion ";
  85. str=str+" Pos: " +itos(mouse_motion.x)+","+itos(mouse_motion.y)+" Rel: "+itos(mouse_motion.relative_x)+","+itos(mouse_motion.relative_y)+" Mask: ";
  86. for (int i=0;i<8;i++) {
  87. if ((1<<i)&mouse_motion.button_mask)
  88. str+=itos(i+1);
  89. }
  90. str+=" Mod: ";
  91. if (key.mod.shift)
  92. str+="S";
  93. if (key.mod.control)
  94. str+="C";
  95. if (key.mod.alt)
  96. str+="A";
  97. if (key.mod.meta)
  98. str+="M";
  99. return str;
  100. } break;
  101. case MOUSE_BUTTON: {
  102. str+= "Event: Button ";
  103. str=str+"Pressed: "+itos(mouse_button.pressed)+" Pos: " +itos(mouse_button.x)+","+itos(mouse_button.y)+" Button: "+itos(mouse_button.button_index)+" Mask: ";
  104. for (int i=0;i<8;i++) {
  105. if ((1<<i)&mouse_button.button_mask)
  106. str+=itos(i+1);
  107. }
  108. str+=" Mod: ";
  109. if (key.mod.shift)
  110. str+="S";
  111. if (key.mod.control)
  112. str+="C";
  113. if (key.mod.alt)
  114. str+="A";
  115. if (key.mod.meta)
  116. str+="M";
  117. str+=String(" DoubleClick: ")+(mouse_button.doubleclick?"Yes":"No");
  118. return str;
  119. } break;
  120. case JOYPAD_MOTION: {
  121. str+= "Event: JoypadMotion ";
  122. str=str+"Axis: "+itos(joy_motion.axis)+" Value: " +rtos(joy_motion.axis_value);
  123. return str;
  124. } break;
  125. case JOYPAD_BUTTON: {
  126. str+= "Event: JoypadButton ";
  127. str=str+"Pressed: "+itos(joy_button.pressed)+" Index: " +itos(joy_button.button_index)+" pressure "+rtos(joy_button.pressure);
  128. return str;
  129. } break;
  130. case SCREEN_TOUCH: {
  131. str+= "Event: ScreenTouch ";
  132. str=str+"Pressed: "+itos(screen_touch.pressed)+" Index: " +itos(screen_touch.index)+" pos "+rtos(screen_touch.x)+","+rtos(screen_touch.y);
  133. return str;
  134. } break;
  135. case SCREEN_DRAG: {
  136. str+= "Event: ScreenDrag ";
  137. str=str+" Index: " +itos(screen_drag.index)+" pos "+rtos(screen_drag.x)+","+rtos(screen_drag.y);
  138. return str;
  139. } break;
  140. case ACTION: {
  141. str+= "Event: Action: "+InputMap::get_singleton()->get_action_from_id(action.action)+" Pressed: "+itos(action.pressed);
  142. return str;
  143. } break;
  144. }
  145. */
  146. return "";
  147. }
  148. void InputEvent::set_as_action(const String& p_action, bool p_pressed) {
  149. godot_input_event_set_as_action((godot_input_event *) this, (godot_string*) &p_action, p_pressed);
  150. }
  151. bool InputEvent::is_pressed() const {
  152. switch(type) {
  153. case KEY: return key.pressed;
  154. case MOUSE_BUTTON: return mouse_button.pressed;
  155. case JOYPAD_BUTTON: return joy_button.pressed;
  156. case SCREEN_TOUCH: return screen_touch.pressed;
  157. case JOYPAD_MOTION: return ::fabs(joy_motion.axis_value) > 0.5;
  158. case ACTION: return action.pressed;
  159. default: {}
  160. }
  161. return false;
  162. }
  163. bool InputEvent::is_echo() const {
  164. return (type==KEY && key.echo);
  165. }
  166. bool InputEvent::is_action(const String& p_action) const {
  167. return godot_input_event_is_action((godot_input_event *) this, (godot_string *) &p_action);
  168. }
  169. bool InputEvent::is_action_pressed(const String& p_action) const {
  170. return is_action(p_action) && is_pressed() && !is_echo();
  171. }
  172. bool InputEvent::is_action_released(const String& p_action) const {
  173. return is_action(p_action) && !is_pressed();
  174. }
  175. InputEvent InputEvent::xform_by(const Transform2D& p_xform) const {
  176. InputEvent ev=*this;
  177. switch(ev.type) {
  178. case InputEvent::MOUSE_BUTTON: {
  179. Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y));
  180. Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y));
  181. ev.mouse_button.x=l.x;
  182. ev.mouse_button.y=l.y;
  183. ev.mouse_button.global_x=g.x;
  184. ev.mouse_button.global_y=g.y;
  185. } break;
  186. case InputEvent::MOUSE_MOTION: {
  187. Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y));
  188. Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y));
  189. Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y));
  190. Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y));
  191. ev.mouse_motion.x=l.x;
  192. ev.mouse_motion.y=l.y;
  193. ev.mouse_motion.global_x=g.x;
  194. ev.mouse_motion.global_y=g.y;
  195. ev.mouse_motion.relative_x=r.x;
  196. ev.mouse_motion.relative_y=r.y;
  197. ev.mouse_motion.speed_x=s.x;
  198. ev.mouse_motion.speed_y=s.y;
  199. } break;
  200. case InputEvent::SCREEN_TOUCH: {
  201. Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y));
  202. ev.screen_touch.x=t.x;
  203. ev.screen_touch.y=t.y;
  204. } break;
  205. case InputEvent::SCREEN_DRAG: {
  206. Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y));
  207. Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y));
  208. Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y));
  209. ev.screen_drag.x=t.x;
  210. ev.screen_drag.y=t.y;
  211. ev.screen_drag.relative_x=r.x;
  212. ev.screen_drag.relative_y=r.y;
  213. ev.screen_drag.speed_x=s.x;
  214. ev.screen_drag.speed_y=s.y;
  215. } break;
  216. }
  217. return ev;
  218. }
  219. }