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0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
616 lines
16 KiB
C++
616 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/math/transform_2d.h"
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#include "core/os/copymem.h"
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#include "core/resource.h"
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#include "core/typedefs.h"
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#include "core/ustring.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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// 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_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;
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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;
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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_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 { return true; }
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virtual String as_text() const;
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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;
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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;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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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;
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virtual String as_text() const;
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virtual bool accumulate(const Ref<InputEvent> &p_event);
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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;
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virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float p_deadzone) const;
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virtual bool is_action_type() const { return true; }
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virtual String as_text() const;
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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;
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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_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 { return true; }
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virtual String as_text() const;
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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;
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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 String as_text() const;
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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;
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virtual String as_text() const;
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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;
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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_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 { return true; }
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virtual String as_text() const;
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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;
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virtual String as_text() const;
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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;
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virtual String as_text() const;
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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;
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InputEventMIDI() {}
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};
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#endif // INPUT_EVENT_H
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