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.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.classdb;
24 import godot.inputeventwithmodifiers;
25 /**
26 Input event type for keyboard events.
27 
28 Stores key presses on the keyboard. Supports key presses, key releases and $(D echo) events.
29 */
30 @GodotBaseClass struct InputEventKey
31 {
32 	package(godot) enum string _GODOT_internal_name = "InputEventKey";
33 public:
34 @nogc nothrow:
35 	union { /** */ godot_object _godot_object; /** */ InputEventWithModifiers _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 		@GodotName("get_scancode") GodotMethod!(long) getScancode;
43 		@GodotName("get_scancode_with_modifiers") GodotMethod!(long) getScancodeWithModifiers;
44 		@GodotName("get_unicode") GodotMethod!(long) getUnicode;
45 		@GodotName("set_echo") GodotMethod!(void, bool) setEcho;
46 		@GodotName("set_pressed") GodotMethod!(void, bool) setPressed;
47 		@GodotName("set_scancode") GodotMethod!(void, long) setScancode;
48 		@GodotName("set_unicode") GodotMethod!(void, long) setUnicode;
49 	}
50 	/// 
51 	pragma(inline, true) bool opEquals(in InputEventKey other) const
52 	{ return _godot_object.ptr is other._godot_object.ptr; }
53 	/// 
54 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
55 	{ _godot_object.ptr = n; return null; }
56 	/// 
57 	pragma(inline, true) bool opEquals(typeof(null) n) const
58 	{ return _godot_object.ptr is n; }
59 	/// 
60 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
61 	mixin baseCasts;
62 	/// Construct a new instance of InputEventKey.
63 	/// Note: use `memnew!InputEventKey` instead.
64 	static InputEventKey _new()
65 	{
66 		static godot_class_constructor constructor;
67 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("InputEventKey");
68 		if(constructor is null) return typeof(this).init;
69 		return cast(InputEventKey)(constructor());
70 	}
71 	@disable new(size_t s);
72 	/**
73 	
74 	*/
75 	long getScancode() const
76 	{
77 		checkClassBinding!(typeof(this))();
78 		return ptrcall!(long)(GDNativeClassBinding.getScancode, _godot_object);
79 	}
80 	/**
81 	Returns the scancode combined with modifier keys such as `Shift` or `Alt`. See also $(D InputEventWithModifiers).
82 	To get a human-readable representation of the $(D InputEventKey) with modifiers, use `OS.get_scancode_string(event.get_scancode_with_modifiers())` where `event` is the $(D InputEventKey).
83 	*/
84 	long getScancodeWithModifiers() const
85 	{
86 		checkClassBinding!(typeof(this))();
87 		return ptrcall!(long)(GDNativeClassBinding.getScancodeWithModifiers, _godot_object);
88 	}
89 	/**
90 	
91 	*/
92 	long getUnicode() const
93 	{
94 		checkClassBinding!(typeof(this))();
95 		return ptrcall!(long)(GDNativeClassBinding.getUnicode, _godot_object);
96 	}
97 	/**
98 	
99 	*/
100 	void setEcho(in bool echo)
101 	{
102 		checkClassBinding!(typeof(this))();
103 		ptrcall!(void)(GDNativeClassBinding.setEcho, _godot_object, echo);
104 	}
105 	/**
106 	
107 	*/
108 	void setPressed(in bool pressed)
109 	{
110 		checkClassBinding!(typeof(this))();
111 		ptrcall!(void)(GDNativeClassBinding.setPressed, _godot_object, pressed);
112 	}
113 	/**
114 	
115 	*/
116 	void setScancode(in long scancode)
117 	{
118 		checkClassBinding!(typeof(this))();
119 		ptrcall!(void)(GDNativeClassBinding.setScancode, _godot_object, scancode);
120 	}
121 	/**
122 	
123 	*/
124 	void setUnicode(in long unicode)
125 	{
126 		checkClassBinding!(typeof(this))();
127 		ptrcall!(void)(GDNativeClassBinding.setUnicode, _godot_object, unicode);
128 	}
129 	/**
130 	If `true`, the key was already pressed before this event. It means the user is holding the key down.
131 	*/
132 	@property bool echo()
133 	{
134 		return isEcho();
135 	}
136 	/// ditto
137 	@property void echo(bool v)
138 	{
139 		setEcho(v);
140 	}
141 	/**
142 	If `true`, the key's state is pressed. If `false`, the key's state is released.
143 	*/
144 	@property bool pressed()
145 	{
146 		return isPressed();
147 	}
148 	/// ditto
149 	@property void pressed(bool v)
150 	{
151 		setPressed(v);
152 	}
153 	/**
154 	The key scancode, which corresponds to one of the $(D keylist) constants.
155 	To get a human-readable representation of the $(D InputEventKey), use `OS.get_scancode_string(event.scancode)` where `event` is the $(D InputEventKey).
156 	*/
157 	@property long scancode()
158 	{
159 		return getScancode();
160 	}
161 	/// ditto
162 	@property void scancode(long v)
163 	{
164 		setScancode(v);
165 	}
166 	/**
167 	The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See $(D OS.setImeActive) for more information.
168 	*/
169 	@property long unicode()
170 	{
171 		return getUnicode();
172 	}
173 	/// ditto
174 	@property void unicode(long v)
175 	{
176 		setUnicode(v);
177 	}
178 }