1 /** 2 Input event type for actions. 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.inputeventaction; 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.inputevent; 24 import godot.resource; 25 import godot.reference; 26 /** 27 Input event type for actions. 28 29 Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu `Project > Project Settings > Input Map`. See $(D Node._input). 30 */ 31 @GodotBaseClass struct InputEventAction 32 { 33 enum string _GODOT_internal_name = "InputEventAction"; 34 public: 35 @nogc nothrow: 36 union { godot_object _godot_object; InputEvent _GODOT_base; } 37 alias _GODOT_base this; 38 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 39 package(godot) __gshared bool _classBindingInitialized = false; 40 package(godot) static struct _classBinding 41 { 42 __gshared: 43 @GodotName("set_action") GodotMethod!(void, String) setAction; 44 @GodotName("get_action") GodotMethod!(String) getAction; 45 @GodotName("set_pressed") GodotMethod!(void, bool) setPressed; 46 } 47 bool opEquals(in InputEventAction other) const { return _godot_object.ptr is other._godot_object.ptr; } 48 InputEventAction opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; } 49 bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; } 50 mixin baseCasts; 51 static InputEventAction _new() 52 { 53 static godot_class_constructor constructor; 54 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("InputEventAction"); 55 if(constructor is null) return typeof(this).init; 56 return cast(InputEventAction)(constructor()); 57 } 58 @disable new(size_t s); 59 /** 60 61 */ 62 void setAction(StringArg0)(in StringArg0 action) 63 { 64 checkClassBinding!(typeof(this))(); 65 ptrcall!(void)(_classBinding.setAction, _godot_object, action); 66 } 67 /** 68 69 */ 70 String getAction() const 71 { 72 checkClassBinding!(typeof(this))(); 73 return ptrcall!(String)(_classBinding.getAction, _godot_object); 74 } 75 /** 76 77 */ 78 void setPressed(in bool pressed) 79 { 80 checkClassBinding!(typeof(this))(); 81 ptrcall!(void)(_classBinding.setPressed, _godot_object, pressed); 82 } 83 /** 84 The action's name. Actions are accessed via this $(D String). 85 */ 86 @property String action() 87 { 88 return getAction(); 89 } 90 /// ditto 91 @property void action(String v) 92 { 93 setAction(v); 94 } 95 /** 96 If `true` the action's state is pressed. If `false` the action's state is released. 97 */ 98 @property bool pressed() 99 { 100 return isPressed(); 101 } 102 /// ditto 103 @property void pressed(bool v) 104 { 105 setPressed(v); 106 } 107 }