1 /**
2 Input event type for keyboard events.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.inputeventkey;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.meta;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.object;
22 import godot.classdb;
23 import godot.inputeventwithmodifiers;
24 import godot.inputevent;
25 import godot.resource;
26 import godot.reference;
27 /**
28 Input event type for keyboard events.
29 
30 Stores key presses on the keyboard. Supports key presses, key releases and $(D echo) events.
31 */
32 @GodotBaseClass struct InputEventKey
33 {
34 	enum string _GODOT_internal_name = "InputEventKey";
35 public:
36 @nogc nothrow:
37 	union { godot_object _godot_object; InputEventWithModifiers _GODOT_base; }
38 	alias _GODOT_base this;
39 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
40 	package(godot) __gshared bool _classBindingInitialized = false;
41 	package(godot) static struct _classBinding
42 	{
43 		__gshared:
44 		@GodotName("set_pressed") GodotMethod!(void, bool) setPressed;
45 		@GodotName("set_scancode") GodotMethod!(void, long) setScancode;
46 		@GodotName("get_scancode") GodotMethod!(long) getScancode;
47 		@GodotName("set_unicode") GodotMethod!(void, long) setUnicode;
48 		@GodotName("get_unicode") GodotMethod!(long) getUnicode;
49 		@GodotName("set_echo") GodotMethod!(void, bool) setEcho;
50 		@GodotName("get_scancode_with_modifiers") GodotMethod!(long) getScancodeWithModifiers;
51 	}
52 	bool opEquals(in InputEventKey other) const { return _godot_object.ptr is other._godot_object.ptr; }
53 	InputEventKey opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; }
54 	bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; }
55 	mixin baseCasts;
56 	static InputEventKey _new()
57 	{
58 		static godot_class_constructor constructor;
59 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("InputEventKey");
60 		if(constructor is null) return typeof(this).init;
61 		return cast(InputEventKey)(constructor());
62 	}
63 	@disable new(size_t s);
64 	/**
65 	
66 	*/
67 	void setPressed(in bool pressed)
68 	{
69 		checkClassBinding!(typeof(this))();
70 		ptrcall!(void)(_classBinding.setPressed, _godot_object, pressed);
71 	}
72 	/**
73 	
74 	*/
75 	void setScancode(in long scancode)
76 	{
77 		checkClassBinding!(typeof(this))();
78 		ptrcall!(void)(_classBinding.setScancode, _godot_object, scancode);
79 	}
80 	/**
81 	
82 	*/
83 	long getScancode() const
84 	{
85 		checkClassBinding!(typeof(this))();
86 		return ptrcall!(long)(_classBinding.getScancode, _godot_object);
87 	}
88 	/**
89 	
90 	*/
91 	void setUnicode(in long unicode)
92 	{
93 		checkClassBinding!(typeof(this))();
94 		ptrcall!(void)(_classBinding.setUnicode, _godot_object, unicode);
95 	}
96 	/**
97 	
98 	*/
99 	long getUnicode() const
100 	{
101 		checkClassBinding!(typeof(this))();
102 		return ptrcall!(long)(_classBinding.getUnicode, _godot_object);
103 	}
104 	/**
105 	
106 	*/
107 	void setEcho(in bool echo)
108 	{
109 		checkClassBinding!(typeof(this))();
110 		ptrcall!(void)(_classBinding.setEcho, _godot_object, echo);
111 	}
112 	/**
113 	Returns the scancode combined with modifier keys such as `Shift` or `Alt`. See also $(D InputEventWithModifiers).
114 	*/
115 	long getScancodeWithModifiers() const
116 	{
117 		checkClassBinding!(typeof(this))();
118 		return ptrcall!(long)(_classBinding.getScancodeWithModifiers, _godot_object);
119 	}
120 	/**
121 	If `true` the key's state is pressed. If `false` the key's state is released.
122 	*/
123 	@property bool pressed()
124 	{
125 		return isPressed();
126 	}
127 	/// ditto
128 	@property void pressed(bool v)
129 	{
130 		setPressed(v);
131 	}
132 	/**
133 	Key scancode, one of the `KEY_*` constants in $(D @GlobalScope).
134 	*/
135 	@property long scancode()
136 	{
137 		return getScancode();
138 	}
139 	/// ditto
140 	@property void scancode(long v)
141 	{
142 		setScancode(v);
143 	}
144 	/**
145 	Key unicode identifier when relevant.
146 	*/
147 	@property long unicode()
148 	{
149 		return getUnicode();
150 	}
151 	/// ditto
152 	@property void unicode(long v)
153 	{
154 		setUnicode(v);
155 	}
156 	/**
157 	If `true` the key was already pressed before this event. It means the user is holding the key down.
158 	*/
159 	@property bool echo()
160 	{
161 		return isEcho();
162 	}
163 	/// ditto
164 	@property void echo(bool v)
165 	{
166 		setEcho(v);
167 	}
168 }