1 /** 2 A singleton that deals with inputs. 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.input; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.inputevent; 24 import godot.resource; 25 /** 26 A singleton that deals with inputs. 27 28 This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the $(B Input Map) tab in the $(B Project > Project Settings), or with the $(D InputMap) class. 29 */ 30 @GodotBaseClass struct InputSingleton 31 { 32 package(godot) enum string _GODOT_internal_name = "Input"; 33 public: 34 @nogc nothrow: 35 union { /** */ godot_object _godot_object; /** */ GodotObject _GODOT_base; } 36 alias _GODOT_base this; 37 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 38 package(godot) __gshared bool _classBindingInitialized = false; 39 package(godot) static struct GDNativeClassBinding 40 { 41 __gshared: 42 godot_object _singleton; 43 immutable char* _singletonName = "Input"; 44 @GodotName("action_press") GodotMethod!(void, String, double) actionPress; 45 @GodotName("action_release") GodotMethod!(void, String) actionRelease; 46 @GodotName("add_joy_mapping") GodotMethod!(void, String, bool) addJoyMapping; 47 @GodotName("get_accelerometer") GodotMethod!(Vector3) getAccelerometer; 48 @GodotName("get_action_strength") GodotMethod!(double, String) getActionStrength; 49 @GodotName("get_connected_joypads") GodotMethod!(Array) getConnectedJoypads; 50 @GodotName("get_current_cursor_shape") GodotMethod!(Input.CursorShape) getCurrentCursorShape; 51 @GodotName("get_gravity") GodotMethod!(Vector3) getGravity; 52 @GodotName("get_gyroscope") GodotMethod!(Vector3) getGyroscope; 53 @GodotName("get_joy_axis") GodotMethod!(double, long, long) getJoyAxis; 54 @GodotName("get_joy_axis_index_from_string") GodotMethod!(long, String) getJoyAxisIndexFromString; 55 @GodotName("get_joy_axis_string") GodotMethod!(String, long) getJoyAxisString; 56 @GodotName("get_joy_button_index_from_string") GodotMethod!(long, String) getJoyButtonIndexFromString; 57 @GodotName("get_joy_button_string") GodotMethod!(String, long) getJoyButtonString; 58 @GodotName("get_joy_guid") GodotMethod!(String, long) getJoyGuid; 59 @GodotName("get_joy_name") GodotMethod!(String, long) getJoyName; 60 @GodotName("get_joy_vibration_duration") GodotMethod!(double, long) getJoyVibrationDuration; 61 @GodotName("get_joy_vibration_strength") GodotMethod!(Vector2, long) getJoyVibrationStrength; 62 @GodotName("get_last_mouse_speed") GodotMethod!(Vector2) getLastMouseSpeed; 63 @GodotName("get_magnetometer") GodotMethod!(Vector3) getMagnetometer; 64 @GodotName("get_mouse_button_mask") GodotMethod!(long) getMouseButtonMask; 65 @GodotName("get_mouse_mode") GodotMethod!(Input.MouseMode) getMouseMode; 66 @GodotName("is_action_just_pressed") GodotMethod!(bool, String) isActionJustPressed; 67 @GodotName("is_action_just_released") GodotMethod!(bool, String) isActionJustReleased; 68 @GodotName("is_action_pressed") GodotMethod!(bool, String) isActionPressed; 69 @GodotName("is_joy_button_pressed") GodotMethod!(bool, long, long) isJoyButtonPressed; 70 @GodotName("is_joy_known") GodotMethod!(bool, long) isJoyKnown; 71 @GodotName("is_key_pressed") GodotMethod!(bool, long) isKeyPressed; 72 @GodotName("is_mouse_button_pressed") GodotMethod!(bool, long) isMouseButtonPressed; 73 @GodotName("joy_connection_changed") GodotMethod!(void, long, bool, String, String) joyConnectionChanged; 74 @GodotName("parse_input_event") GodotMethod!(void, InputEvent) parseInputEvent; 75 @GodotName("remove_joy_mapping") GodotMethod!(void, String) removeJoyMapping; 76 @GodotName("set_custom_mouse_cursor") GodotMethod!(void, Resource, long, Vector2) setCustomMouseCursor; 77 @GodotName("set_default_cursor_shape") GodotMethod!(void, long) setDefaultCursorShape; 78 @GodotName("set_mouse_mode") GodotMethod!(void, long) setMouseMode; 79 @GodotName("set_use_accumulated_input") GodotMethod!(void, bool) setUseAccumulatedInput; 80 @GodotName("start_joy_vibration") GodotMethod!(void, long, double, double, double) startJoyVibration; 81 @GodotName("stop_joy_vibration") GodotMethod!(void, long) stopJoyVibration; 82 @GodotName("vibrate_handheld") GodotMethod!(void, long) vibrateHandheld; 83 @GodotName("warp_mouse_position") GodotMethod!(void, Vector2) warpMousePosition; 84 } 85 /// 86 pragma(inline, true) bool opEquals(in InputSingleton other) const 87 { return _godot_object.ptr is other._godot_object.ptr; } 88 /// 89 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 90 { _godot_object.ptr = n; return null; } 91 /// 92 pragma(inline, true) bool opEquals(typeof(null) n) const 93 { return _godot_object.ptr is n; } 94 /// 95 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 96 mixin baseCasts; 97 /// Construct a new instance of InputSingleton. 98 /// Note: use `memnew!InputSingleton` instead. 99 static InputSingleton _new() 100 { 101 static godot_class_constructor constructor; 102 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Input"); 103 if(constructor is null) return typeof(this).init; 104 return cast(InputSingleton)(constructor()); 105 } 106 @disable new(size_t s); 107 /// 108 enum MouseMode : int 109 { 110 /** 111 Makes the mouse cursor visible if it is hidden. 112 */ 113 mouseModeVisible = 0, 114 /** 115 Makes the mouse cursor hidden if it is visible. 116 */ 117 mouseModeHidden = 1, 118 /** 119 Captures the mouse. The mouse will be hidden and its position locked at the center of the screen. 120 $(B Note:) If you want to process the mouse's movement in this mode, you need to use $(D InputEventMouseMotion.relative). 121 */ 122 mouseModeCaptured = 2, 123 /** 124 Makes the mouse cursor visible but confines it to the game window. 125 */ 126 mouseModeConfined = 3, 127 } 128 /// 129 enum CursorShape : int 130 { 131 /** 132 Arrow cursor. Standard, default pointing cursor. 133 */ 134 cursorArrow = 0, 135 /** 136 I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked. 137 */ 138 cursorIbeam = 1, 139 /** 140 Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item. 141 */ 142 cursorPointingHand = 2, 143 /** 144 Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections. 145 */ 146 cursorCross = 3, 147 /** 148 Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application is still usable during the operation. 149 */ 150 cursorWait = 4, 151 /** 152 Busy cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable during the operation (e.g. something is blocking its main thread). 153 */ 154 cursorBusy = 5, 155 /** 156 Drag cursor. Usually displayed when dragging something. 157 */ 158 cursorDrag = 6, 159 /** 160 Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position. 161 */ 162 cursorCanDrop = 7, 163 /** 164 Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled. 165 */ 166 cursorForbidden = 8, 167 /** 168 Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically. 169 */ 170 cursorVsize = 9, 171 /** 172 Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally. 173 */ 174 cursorHsize = 10, 175 /** 176 Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically. 177 */ 178 cursorBdiagsize = 11, 179 /** 180 Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of $(D constant CURSOR_BDIAGSIZE). It tells the user they can resize the window or the panel both horizontally and vertically. 181 */ 182 cursorFdiagsize = 12, 183 /** 184 Move cursor. Indicates that something can be moved. 185 */ 186 cursorMove = 13, 187 /** 188 Vertical split mouse cursor. On Windows, it's the same as $(D constant CURSOR_VSIZE). 189 */ 190 cursorVsplit = 14, 191 /** 192 Horizontal split mouse cursor. On Windows, it's the same as $(D constant CURSOR_HSIZE). 193 */ 194 cursorHsplit = 15, 195 /** 196 Help cursor. Usually a question mark. 197 */ 198 cursorHelp = 16, 199 } 200 /// 201 enum Constants : int 202 { 203 cursorArrow = 0, 204 mouseModeVisible = 0, 205 cursorIbeam = 1, 206 mouseModeHidden = 1, 207 mouseModeCaptured = 2, 208 cursorPointingHand = 2, 209 cursorCross = 3, 210 mouseModeConfined = 3, 211 cursorWait = 4, 212 cursorBusy = 5, 213 cursorDrag = 6, 214 cursorCanDrop = 7, 215 cursorForbidden = 8, 216 cursorVsize = 9, 217 cursorHsize = 10, 218 cursorBdiagsize = 11, 219 cursorFdiagsize = 12, 220 cursorMove = 13, 221 cursorVsplit = 14, 222 cursorHsplit = 15, 223 cursorHelp = 16, 224 } 225 /** 226 This will simulate pressing the specified action. 227 The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action. 228 $(B Note:) This method will not cause any $(D Node._input) calls. It is intended to be used with $(D isActionPressed) and $(D isActionJustPressed). If you want to simulate `_input`, use $(D parseInputEvent) instead. 229 */ 230 void actionPress(in String action, in double strength = 1) 231 { 232 checkClassBinding!(typeof(this))(); 233 ptrcall!(void)(GDNativeClassBinding.actionPress, _godot_object, action, strength); 234 } 235 /** 236 If the specified action is already pressed, this will release it. 237 */ 238 void actionRelease(in String action) 239 { 240 checkClassBinding!(typeof(this))(); 241 ptrcall!(void)(GDNativeClassBinding.actionRelease, _godot_object, action); 242 } 243 /** 244 Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices. 245 */ 246 void addJoyMapping(in String mapping, in bool update_existing = false) 247 { 248 checkClassBinding!(typeof(this))(); 249 ptrcall!(void)(GDNativeClassBinding.addJoyMapping, _godot_object, mapping, update_existing); 250 } 251 /** 252 Returns the acceleration of the device's accelerometer sensor, if the device has one. Otherwise, the method returns $(D constant Vector3.ZERO). 253 Note this method returns an empty $(D Vector3) when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer. 254 $(B Note:) This method only works on iOS, Android, and UWP. On other platforms, it always returns $(D constant Vector3.ZERO). On Android the unit of measurement for each axis is m/s² while on iOS and UWP it's a multiple of the Earth's gravitational acceleration `g` (~9.81 m/s²). 255 */ 256 Vector3 getAccelerometer() const 257 { 258 checkClassBinding!(typeof(this))(); 259 return ptrcall!(Vector3)(GDNativeClassBinding.getAccelerometer, _godot_object); 260 } 261 /** 262 Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1. 263 */ 264 double getActionStrength(in String action) const 265 { 266 checkClassBinding!(typeof(this))(); 267 return ptrcall!(double)(GDNativeClassBinding.getActionStrength, _godot_object, action); 268 } 269 /** 270 Returns an $(D Array) containing the device IDs of all currently connected joypads. 271 */ 272 Array getConnectedJoypads() 273 { 274 checkClassBinding!(typeof(this))(); 275 return ptrcall!(Array)(GDNativeClassBinding.getConnectedJoypads, _godot_object); 276 } 277 /** 278 Returns the currently assigned cursor shape (see $(D cursorshape)). 279 */ 280 Input.CursorShape getCurrentCursorShape() const 281 { 282 checkClassBinding!(typeof(this))(); 283 return ptrcall!(Input.CursorShape)(GDNativeClassBinding.getCurrentCursorShape, _godot_object); 284 } 285 /** 286 Returns the gravity of the device's accelerometer sensor, if the device has one. Otherwise, the method returns $(D constant Vector3.ZERO). 287 $(B Note:) This method only works on Android and iOS. On other platforms, it always returns $(D constant Vector3.ZERO). On Android the unit of measurement for each axis is m/s² while on iOS it's a multiple of the Earth's gravitational acceleration `g` (~9.81 m/s²). 288 */ 289 Vector3 getGravity() const 290 { 291 checkClassBinding!(typeof(this))(); 292 return ptrcall!(Vector3)(GDNativeClassBinding.getGravity, _godot_object); 293 } 294 /** 295 Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns $(D constant Vector3.ZERO). 296 $(B Note:) This method only works on Android and iOS. On other platforms, it always returns $(D constant Vector3.ZERO). 297 */ 298 Vector3 getGyroscope() const 299 { 300 checkClassBinding!(typeof(this))(); 301 return ptrcall!(Vector3)(GDNativeClassBinding.getGyroscope, _godot_object); 302 } 303 /** 304 Returns the current value of the joypad axis at given index (see $(D joysticklist)). 305 */ 306 double getJoyAxis(in long device, in long axis) const 307 { 308 checkClassBinding!(typeof(this))(); 309 return ptrcall!(double)(GDNativeClassBinding.getJoyAxis, _godot_object, device, axis); 310 } 311 /** 312 Returns the index of the provided axis name. 313 */ 314 long getJoyAxisIndexFromString(in String axis) 315 { 316 checkClassBinding!(typeof(this))(); 317 return ptrcall!(long)(GDNativeClassBinding.getJoyAxisIndexFromString, _godot_object, axis); 318 } 319 /** 320 Receives a $(D joysticklist) axis and returns its equivalent name as a string. 321 */ 322 String getJoyAxisString(in long axis_index) 323 { 324 checkClassBinding!(typeof(this))(); 325 return ptrcall!(String)(GDNativeClassBinding.getJoyAxisString, _godot_object, axis_index); 326 } 327 /** 328 Returns the index of the provided button name. 329 */ 330 long getJoyButtonIndexFromString(in String button) 331 { 332 checkClassBinding!(typeof(this))(); 333 return ptrcall!(long)(GDNativeClassBinding.getJoyButtonIndexFromString, _godot_object, button); 334 } 335 /** 336 Receives a gamepad button from $(D joysticklist) and returns its equivalent name as a string. 337 */ 338 String getJoyButtonString(in long button_index) 339 { 340 checkClassBinding!(typeof(this))(); 341 return ptrcall!(String)(GDNativeClassBinding.getJoyButtonString, _godot_object, button_index); 342 } 343 /** 344 Returns a SDL2-compatible device GUID on platforms that use gamepad remapping. Returns `"Default Gamepad"` otherwise. 345 */ 346 String getJoyGuid(in long device) const 347 { 348 checkClassBinding!(typeof(this))(); 349 return ptrcall!(String)(GDNativeClassBinding.getJoyGuid, _godot_object, device); 350 } 351 /** 352 Returns the name of the joypad at the specified device index. 353 */ 354 String getJoyName(in long device) 355 { 356 checkClassBinding!(typeof(this))(); 357 return ptrcall!(String)(GDNativeClassBinding.getJoyName, _godot_object, device); 358 } 359 /** 360 Returns the duration of the current vibration effect in seconds. 361 */ 362 double getJoyVibrationDuration(in long device) 363 { 364 checkClassBinding!(typeof(this))(); 365 return ptrcall!(double)(GDNativeClassBinding.getJoyVibrationDuration, _godot_object, device); 366 } 367 /** 368 Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor. 369 */ 370 Vector2 getJoyVibrationStrength(in long device) 371 { 372 checkClassBinding!(typeof(this))(); 373 return ptrcall!(Vector2)(GDNativeClassBinding.getJoyVibrationStrength, _godot_object, device); 374 } 375 /** 376 Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion. 377 */ 378 Vector2 getLastMouseSpeed() const 379 { 380 checkClassBinding!(typeof(this))(); 381 return ptrcall!(Vector2)(GDNativeClassBinding.getLastMouseSpeed, _godot_object); 382 } 383 /** 384 Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns $(D constant Vector3.ZERO). 385 $(B Note:) This method only works on Android, iOS and UWP. On other platforms, it always returns $(D constant Vector3.ZERO). 386 */ 387 Vector3 getMagnetometer() const 388 { 389 checkClassBinding!(typeof(this))(); 390 return ptrcall!(Vector3)(GDNativeClassBinding.getMagnetometer, _godot_object); 391 } 392 /** 393 Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. 394 */ 395 long getMouseButtonMask() const 396 { 397 checkClassBinding!(typeof(this))(); 398 return ptrcall!(long)(GDNativeClassBinding.getMouseButtonMask, _godot_object); 399 } 400 /** 401 Returns the mouse mode. See the constants for more information. 402 */ 403 Input.MouseMode getMouseMode() const 404 { 405 checkClassBinding!(typeof(this))(); 406 return ptrcall!(Input.MouseMode)(GDNativeClassBinding.getMouseMode, _godot_object); 407 } 408 /** 409 Returns `true` when the user starts pressing the action event, meaning it's `true` only on the frame that the user pressed down the button. 410 This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed. 411 */ 412 bool isActionJustPressed(in String action) const 413 { 414 checkClassBinding!(typeof(this))(); 415 return ptrcall!(bool)(GDNativeClassBinding.isActionJustPressed, _godot_object, action); 416 } 417 /** 418 Returns `true` when the user stops pressing the action event, meaning it's `true` only on the frame that the user released the button. 419 */ 420 bool isActionJustReleased(in String action) const 421 { 422 checkClassBinding!(typeof(this))(); 423 return ptrcall!(bool)(GDNativeClassBinding.isActionJustReleased, _godot_object, action); 424 } 425 /** 426 Returns `true` if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed. 427 */ 428 bool isActionPressed(in String action) const 429 { 430 checkClassBinding!(typeof(this))(); 431 return ptrcall!(bool)(GDNativeClassBinding.isActionPressed, _godot_object, action); 432 } 433 /** 434 Returns `true` if you are pressing the joypad button (see $(D joysticklist)). 435 */ 436 bool isJoyButtonPressed(in long device, in long button) const 437 { 438 checkClassBinding!(typeof(this))(); 439 return ptrcall!(bool)(GDNativeClassBinding.isJoyButtonPressed, _godot_object, device, button); 440 } 441 /** 442 Returns `true` if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in $(D joysticklist). Unknown joypads are not expected to match these constants, but you can still retrieve events from them. 443 */ 444 bool isJoyKnown(in long device) 445 { 446 checkClassBinding!(typeof(this))(); 447 return ptrcall!(bool)(GDNativeClassBinding.isJoyKnown, _godot_object, device); 448 } 449 /** 450 Returns `true` if you are pressing the key. You can pass a $(D keylist) constant. 451 */ 452 bool isKeyPressed(in long scancode) const 453 { 454 checkClassBinding!(typeof(this))(); 455 return ptrcall!(bool)(GDNativeClassBinding.isKeyPressed, _godot_object, scancode); 456 } 457 /** 458 Returns `true` if you are pressing the mouse button specified with $(D buttonlist). 459 */ 460 bool isMouseButtonPressed(in long button) const 461 { 462 checkClassBinding!(typeof(this))(); 463 return ptrcall!(bool)(GDNativeClassBinding.isMouseButtonPressed, _godot_object, button); 464 } 465 /** 466 Notifies the $(D Input) singleton that a connection has changed, to update the state for the `device` index. 467 This is used internally and should not have to be called from user scripts. See $(D joyConnectionChanged) for the signal emitted when this is triggered internally. 468 */ 469 void joyConnectionChanged(in long device, in bool connected, in String name, in String guid) 470 { 471 checkClassBinding!(typeof(this))(); 472 ptrcall!(void)(GDNativeClassBinding.joyConnectionChanged, _godot_object, device, connected, name, guid); 473 } 474 /** 475 Feeds an $(D InputEvent) to the game. Can be used to artificially trigger input events from code. Also generates $(D Node._input) calls. 476 Example: 477 478 479 var a = InputEventAction.new() 480 a.action = "ui_cancel" 481 a.pressed = true 482 Input.parse_input_event(a) 483 484 485 */ 486 void parseInputEvent(InputEvent event) 487 { 488 checkClassBinding!(typeof(this))(); 489 ptrcall!(void)(GDNativeClassBinding.parseInputEvent, _godot_object, event); 490 } 491 /** 492 Removes all mappings from the internal database that match the given GUID. 493 */ 494 void removeJoyMapping(in String guid) 495 { 496 checkClassBinding!(typeof(this))(); 497 ptrcall!(void)(GDNativeClassBinding.removeJoyMapping, _godot_object, guid); 498 } 499 /** 500 Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passing `null` to the image parameter resets to the system cursor. See $(D cursorshape) for the list of shapes. 501 `image`'s size must be lower than 256×256. 502 `hotspot` must be within `image`'s size. 503 $(B Note:) $(D AnimatedTexture)s aren't supported as custom mouse cursors. If using an $(D AnimatedTexture), only the first frame will be displayed. 504 $(B Note:) Only images imported with the $(B Lossless), $(B Lossy) or $(B Uncompressed) compression modes are supported. The $(B Video RAM) compression mode can't be used for custom cursors. 505 */ 506 void setCustomMouseCursor(Resource image, in long shape = 0, in Vector2 hotspot = Vector2(0, 0)) 507 { 508 checkClassBinding!(typeof(this))(); 509 ptrcall!(void)(GDNativeClassBinding.setCustomMouseCursor, _godot_object, image, shape, hotspot); 510 } 511 /** 512 Sets the default cursor shape to be used in the viewport instead of $(D constant CURSOR_ARROW). 513 $(B Note:) If you want to change the default cursor shape for $(D Control)'s nodes, use $(D Control.mouseDefaultCursorShape) instead. 514 $(B Note:) This method generates an $(D InputEventMouseMotion) to update cursor immediately. 515 */ 516 void setDefaultCursorShape(in long shape = 0) 517 { 518 checkClassBinding!(typeof(this))(); 519 ptrcall!(void)(GDNativeClassBinding.setDefaultCursorShape, _godot_object, shape); 520 } 521 /** 522 Sets the mouse mode. See the constants for more information. 523 */ 524 void setMouseMode(in long mode) 525 { 526 checkClassBinding!(typeof(this))(); 527 ptrcall!(void)(GDNativeClassBinding.setMouseMode, _godot_object, mode); 528 } 529 /** 530 Enables or disables the accumulation of similar input events sent by the operating system. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. 531 Input accumulation is enabled by default. It can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input. 532 */ 533 void setUseAccumulatedInput(in bool enable) 534 { 535 checkClassBinding!(typeof(this))(); 536 ptrcall!(void)(GDNativeClassBinding.setUseAccumulatedInput, _godot_object, enable); 537 } 538 /** 539 Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. `weak_magnitude` is the strength of the weak motor (between 0 and 1) and `strong_magnitude` is the strength of the strong motor (between 0 and 1). `duration` is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). 540 $(B Note:) Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds. 541 */ 542 void startJoyVibration(in long device, in double weak_magnitude, in double strong_magnitude, in double duration = 0) 543 { 544 checkClassBinding!(typeof(this))(); 545 ptrcall!(void)(GDNativeClassBinding.startJoyVibration, _godot_object, device, weak_magnitude, strong_magnitude, duration); 546 } 547 /** 548 Stops the vibration of the joypad. 549 */ 550 void stopJoyVibration(in long device) 551 { 552 checkClassBinding!(typeof(this))(); 553 ptrcall!(void)(GDNativeClassBinding.stopJoyVibration, _godot_object, device); 554 } 555 /** 556 Vibrate Android and iOS devices. 557 $(B Note:) It needs `VIBRATE` permission for Android at export settings. iOS does not support duration. 558 */ 559 void vibrateHandheld(in long duration_ms = 500) 560 { 561 checkClassBinding!(typeof(this))(); 562 ptrcall!(void)(GDNativeClassBinding.vibrateHandheld, _godot_object, duration_ms); 563 } 564 /** 565 Sets the mouse position to the specified vector. 566 */ 567 void warpMousePosition(in Vector2 to) 568 { 569 checkClassBinding!(typeof(this))(); 570 ptrcall!(void)(GDNativeClassBinding.warpMousePosition, _godot_object, to); 571 } 572 } 573 /// Returns: the InputSingleton 574 @property @nogc nothrow pragma(inline, true) 575 InputSingleton Input() 576 { 577 checkClassBinding!InputSingleton(); 578 return InputSingleton(InputSingleton.GDNativeClassBinding._singleton); 579 }