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615 lines
16 KiB
C++
615 lines
16 KiB
C++
/*************************************************************************/
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/* input_event.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef INPUT_EVENT_H
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#define INPUT_EVENT_H
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#include "core/io/resource.h"
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#include "core/math/transform_2d.h"
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#include "core/os/copymem.h"
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#include "core/string/ustring.h"
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#include "core/typedefs.h"
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/**
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* Input Event classes. These are used in the main loop.
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* The events are pretty obvious.
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*/
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enum ButtonList {
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BUTTON_LEFT = 1,
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BUTTON_RIGHT = 2,
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BUTTON_MIDDLE = 3,
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BUTTON_WHEEL_UP = 4,
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BUTTON_WHEEL_DOWN = 5,
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BUTTON_WHEEL_LEFT = 6,
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BUTTON_WHEEL_RIGHT = 7,
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BUTTON_XBUTTON1 = 8,
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BUTTON_XBUTTON2 = 9,
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BUTTON_MASK_LEFT = (1 << (BUTTON_LEFT - 1)),
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BUTTON_MASK_RIGHT = (1 << (BUTTON_RIGHT - 1)),
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BUTTON_MASK_MIDDLE = (1 << (BUTTON_MIDDLE - 1)),
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BUTTON_MASK_XBUTTON1 = (1 << (BUTTON_XBUTTON1 - 1)),
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BUTTON_MASK_XBUTTON2 = (1 << (BUTTON_XBUTTON2 - 1))
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};
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enum JoyButtonList {
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JOY_INVALID_BUTTON = -1,
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// SDL Buttons
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JOY_BUTTON_A = 0,
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JOY_BUTTON_B = 1,
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JOY_BUTTON_X = 2,
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JOY_BUTTON_Y = 3,
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JOY_BUTTON_BACK = 4,
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JOY_BUTTON_GUIDE = 5,
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JOY_BUTTON_START = 6,
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JOY_BUTTON_LEFT_STICK = 7,
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JOY_BUTTON_RIGHT_STICK = 8,
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JOY_BUTTON_LEFT_SHOULDER = 9,
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JOY_BUTTON_RIGHT_SHOULDER = 10,
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JOY_BUTTON_DPAD_UP = 11,
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JOY_BUTTON_DPAD_DOWN = 12,
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JOY_BUTTON_DPAD_LEFT = 13,
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JOY_BUTTON_DPAD_RIGHT = 14,
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JOY_SDL_BUTTONS = 15,
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// Sony Buttons
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JOY_SONY_X = JOY_BUTTON_A,
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JOY_SONY_CROSS = JOY_BUTTON_A,
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JOY_SONY_CIRCLE = JOY_BUTTON_B,
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JOY_SONY_SQUARE = JOY_BUTTON_X,
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JOY_SONY_TRIANGLE = JOY_BUTTON_Y,
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JOY_SONY_SELECT = JOY_BUTTON_BACK,
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JOY_SONY_START = JOY_BUTTON_START,
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JOY_SONY_PS = JOY_BUTTON_GUIDE,
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JOY_SONY_L1 = JOY_BUTTON_LEFT_SHOULDER,
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JOY_SONY_R1 = JOY_BUTTON_RIGHT_SHOULDER,
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JOY_SONY_L3 = JOY_BUTTON_LEFT_STICK,
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JOY_SONY_R3 = JOY_BUTTON_RIGHT_STICK,
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// Xbox Buttons
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JOY_XBOX_A = JOY_BUTTON_A,
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JOY_XBOX_B = JOY_BUTTON_B,
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JOY_XBOX_X = JOY_BUTTON_X,
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JOY_XBOX_Y = JOY_BUTTON_Y,
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JOY_XBOX_BACK = JOY_BUTTON_BACK,
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JOY_XBOX_START = JOY_BUTTON_START,
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JOY_XBOX_HOME = JOY_BUTTON_GUIDE,
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JOY_XBOX_LS = JOY_BUTTON_LEFT_STICK,
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JOY_XBOX_RS = JOY_BUTTON_RIGHT_STICK,
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JOY_XBOX_LB = JOY_BUTTON_LEFT_SHOULDER,
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JOY_XBOX_RB = JOY_BUTTON_RIGHT_SHOULDER,
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JOY_BUTTON_MAX = 36 // Apparently Android supports up to 36 buttons.
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};
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enum JoyAxisList {
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JOY_INVALID_AXIS = -1,
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// SDL Axes
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JOY_AXIS_LEFT_X = 0,
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JOY_AXIS_LEFT_Y = 1,
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JOY_AXIS_RIGHT_X = 2,
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JOY_AXIS_RIGHT_Y = 3,
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JOY_AXIS_TRIGGER_LEFT = 4,
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JOY_AXIS_TRIGGER_RIGHT = 5,
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JOY_SDL_AXES = 6,
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// Joystick axes.
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JOY_AXIS_0_X = 0,
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JOY_AXIS_0_Y = 1,
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JOY_AXIS_1_X = 2,
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JOY_AXIS_1_Y = 3,
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JOY_AXIS_2_X = 4,
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JOY_AXIS_2_Y = 5,
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JOY_AXIS_3_X = 6,
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JOY_AXIS_3_Y = 7,
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JOY_AXIS_4_X = 8,
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JOY_AXIS_4_Y = 9,
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JOY_AXIS_MAX = 10 // OpenVR supports up to 5 Joysticks making a total of 10 axes.
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};
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enum MidiMessageList {
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MIDI_MESSAGE_NOTE_OFF = 0x8,
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MIDI_MESSAGE_NOTE_ON = 0x9,
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MIDI_MESSAGE_AFTERTOUCH = 0xA,
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MIDI_MESSAGE_CONTROL_CHANGE = 0xB,
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MIDI_MESSAGE_PROGRAM_CHANGE = 0xC,
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MIDI_MESSAGE_CHANNEL_PRESSURE = 0xD,
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MIDI_MESSAGE_PITCH_BEND = 0xE,
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};
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/**
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* Input Modifier Status
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* for keyboard/mouse events.
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*/
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class InputEvent : public Resource {
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GDCLASS(InputEvent, Resource);
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int device = 0;
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protected:
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static void _bind_methods();
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public:
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static const int DEVICE_ID_TOUCH_MOUSE;
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static const int DEVICE_ID_INTERNAL;
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void set_device(int p_device);
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int get_device() const;
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bool is_action(const StringName &p_action) const;
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bool is_action_pressed(const StringName &p_action, bool p_allow_echo = false) const;
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bool is_action_released(const StringName &p_action) const;
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float get_action_strength(const StringName &p_action) const;
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float get_action_raw_strength(const StringName &p_action) const;
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// To be removed someday, since they do not make sense for all events
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virtual bool is_pressed() const;
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virtual bool is_echo() const;
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virtual String as_text() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const;
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virtual bool is_action_type() const;
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virtual bool accumulate(const Ref<InputEvent> &p_event) { return false; }
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InputEvent() {}
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};
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class InputEventFromWindow : public InputEvent {
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GDCLASS(InputEventFromWindow, InputEvent);
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int64_t window_id = 0;
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protected:
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static void _bind_methods();
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public:
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void set_window_id(int64_t p_id);
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int64_t get_window_id() const;
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InputEventFromWindow() {}
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};
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class InputEventWithModifiers : public InputEventFromWindow {
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GDCLASS(InputEventWithModifiers, InputEventFromWindow);
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bool shift = false;
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bool alt = false;
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#ifdef APPLE_STYLE_KEYS
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union {
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bool command;
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bool meta = false; //< windows/mac key
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};
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bool control = false;
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#else
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union {
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bool command; //< windows/mac key
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bool control = false;
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};
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bool meta = false; //< windows/mac key
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#endif
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protected:
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static void _bind_methods();
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public:
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void set_shift(bool p_enabled);
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bool get_shift() const;
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void set_alt(bool p_enabled);
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bool get_alt() const;
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void set_control(bool p_enabled);
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bool get_control() const;
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void set_metakey(bool p_enabled);
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bool get_metakey() const;
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void set_command(bool p_enabled);
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bool get_command() const;
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void set_modifiers_from_event(const InputEventWithModifiers *event);
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InputEventWithModifiers() {}
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};
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class InputEventKey : public InputEventWithModifiers {
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GDCLASS(InputEventKey, InputEventWithModifiers);
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bool pressed = false; /// otherwise release
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uint32_t keycode = 0; ///< check keyboard.h , KeyCode enum, without modifier masks
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uint32_t physical_keycode = 0;
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uint32_t unicode = 0; ///unicode
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bool echo = false; /// true if this is an echo key
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protected:
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static void _bind_methods();
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public:
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_keycode(uint32_t p_keycode);
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uint32_t get_keycode() const;
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void set_physical_keycode(uint32_t p_keycode);
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uint32_t get_physical_keycode() const;
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void set_unicode(uint32_t p_unicode);
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uint32_t get_unicode() const;
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void set_echo(bool p_enable);
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virtual bool is_echo() const override;
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uint32_t get_keycode_with_modifiers() const;
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uint32_t get_physical_keycode_with_modifiers() const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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InputEventKey() {}
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};
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class InputEventMouse : public InputEventWithModifiers {
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GDCLASS(InputEventMouse, InputEventWithModifiers);
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int button_mask = 0;
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Vector2 pos;
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Vector2 global_pos;
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protected:
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static void _bind_methods();
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public:
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void set_button_mask(int p_mask);
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int get_button_mask() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_global_position(const Vector2 &p_global_pos);
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Vector2 get_global_position() const;
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InputEventMouse() {}
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};
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class InputEventMouseButton : public InputEventMouse {
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GDCLASS(InputEventMouseButton, InputEventMouse);
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float factor = 1;
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int button_index = 0;
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bool pressed = false; //otherwise released
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bool doubleclick = false; //last even less than doubleclick time
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protected:
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static void _bind_methods();
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public:
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void set_factor(float p_factor);
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float get_factor() const;
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void set_button_index(int p_index);
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int get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_doubleclick(bool p_doubleclick);
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bool is_doubleclick() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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InputEventMouseButton() {}
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};
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class InputEventMouseMotion : public InputEventMouse {
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GDCLASS(InputEventMouseMotion, InputEventMouse);
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Vector2 tilt;
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float pressure = 0;
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Vector2 relative;
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Vector2 speed;
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protected:
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static void _bind_methods();
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public:
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void set_tilt(const Vector2 &p_tilt);
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Vector2 get_tilt() const;
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void set_pressure(float p_pressure);
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float get_pressure() const;
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_speed(const Vector2 &p_speed);
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Vector2 get_speed() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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virtual bool accumulate(const Ref<InputEvent> &p_event) override;
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InputEventMouseMotion() {}
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};
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class InputEventJoypadMotion : public InputEvent {
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GDCLASS(InputEventJoypadMotion, InputEvent);
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int axis = 0; ///< Joypad axis
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float axis_value = 0; ///< -1 to 1
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protected:
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static void _bind_methods();
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public:
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void set_axis(int p_axis);
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int get_axis() const;
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void set_axis_value(float p_value);
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float get_axis_value() const;
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virtual bool is_pressed() const override;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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InputEventJoypadMotion() {}
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};
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class InputEventJoypadButton : public InputEvent {
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GDCLASS(InputEventJoypadButton, InputEvent);
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int button_index = 0;
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bool pressed = false;
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float pressure = 0; //0 to 1
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protected:
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static void _bind_methods();
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public:
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void set_button_index(int p_index);
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int get_button_index() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_pressure(float p_pressure);
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float get_pressure() const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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InputEventJoypadButton() {}
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};
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class InputEventScreenTouch : public InputEventFromWindow {
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GDCLASS(InputEventScreenTouch, InputEventFromWindow);
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int index = 0;
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Vector2 pos;
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bool pressed = false;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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InputEventScreenTouch() {}
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};
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class InputEventScreenDrag : public InputEventFromWindow {
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GDCLASS(InputEventScreenDrag, InputEventFromWindow);
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int index = 0;
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Vector2 pos;
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Vector2 relative;
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Vector2 speed;
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protected:
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static void _bind_methods();
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public:
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void set_index(int p_index);
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int get_index() const;
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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void set_relative(const Vector2 &p_relative);
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Vector2 get_relative() const;
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void set_speed(const Vector2 &p_speed);
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Vector2 get_speed() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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InputEventScreenDrag() {}
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};
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class InputEventAction : public InputEvent {
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GDCLASS(InputEventAction, InputEvent);
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StringName action;
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bool pressed = false;
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float strength = 1.0f;
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protected:
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static void _bind_methods();
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public:
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void set_action(const StringName &p_action);
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StringName get_action() const;
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void set_pressed(bool p_pressed);
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virtual bool is_pressed() const override;
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void set_strength(float p_strength);
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float get_strength() const;
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virtual bool is_action(const StringName &p_action) const;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
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virtual bool shortcut_match(const Ref<InputEvent> &p_event) const override;
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virtual bool is_action_type() const override { return true; }
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virtual String as_text() const override;
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InputEventAction() {}
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};
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class InputEventGesture : public InputEventWithModifiers {
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GDCLASS(InputEventGesture, InputEventWithModifiers);
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Vector2 pos;
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protected:
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static void _bind_methods();
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public:
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void set_position(const Vector2 &p_pos);
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Vector2 get_position() const;
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};
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class InputEventMagnifyGesture : public InputEventGesture {
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GDCLASS(InputEventMagnifyGesture, InputEventGesture);
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real_t factor = 1.0;
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protected:
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static void _bind_methods();
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public:
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void set_factor(real_t p_factor);
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real_t get_factor() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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InputEventMagnifyGesture() {}
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};
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class InputEventPanGesture : public InputEventGesture {
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GDCLASS(InputEventPanGesture, InputEventGesture);
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Vector2 delta;
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protected:
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static void _bind_methods();
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public:
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void set_delta(const Vector2 &p_delta);
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Vector2 get_delta() const;
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virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
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virtual String as_text() const override;
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InputEventPanGesture() {}
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};
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class InputEventMIDI : public InputEvent {
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GDCLASS(InputEventMIDI, InputEvent);
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int channel = 0;
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int message = 0;
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int pitch = 0;
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int velocity = 0;
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int instrument = 0;
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int pressure = 0;
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int controller_number = 0;
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int controller_value = 0;
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protected:
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static void _bind_methods();
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public:
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void set_channel(const int p_channel);
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int get_channel() const;
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void set_message(const int p_message);
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int get_message() const;
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void set_pitch(const int p_pitch);
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int get_pitch() const;
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void set_velocity(const int p_velocity);
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int get_velocity() const;
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void set_instrument(const int p_instrument);
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int get_instrument() const;
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void set_pressure(const int p_pressure);
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int get_pressure() const;
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void set_controller_number(const int p_controller_number);
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int get_controller_number() const;
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void set_controller_value(const int p_controller_value);
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int get_controller_value() const;
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virtual String as_text() const override;
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InputEventMIDI() {}
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};
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#endif // INPUT_EVENT_H
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