godot.gen.godot.InputEventAction.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.StringName
import godot.core.TypeManager
import godot.core.VariantType.BOOL
import godot.core.VariantType.DOUBLE
import godot.core.VariantType.NIL
import godot.core.VariantType.STRING_NAME
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Double
import kotlin.Float
import kotlin.Int
import kotlin.Suppress
import kotlin.jvm.JvmName
/**
* An input event type for actions.
*
* Tutorials:
* [https://godotengine.org/asset-library/asset/676](https://godotengine.org/asset-library/asset/676)
*
* Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the **Input Map** tab in **Project > Project Settings**, or with the [godot.InputMap] class.
*
* **Note:** Unlike the other [godot.InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [godot.Input.parseInputEvent], which are then received in [godot.Node.Input]. To check if a physical event matches an action from the Input Map, use [godot.InputEvent.isAction] and [godot.InputEvent.isActionPressed].
*/
@GodotBaseType
public open class InputEventAction : InputEvent() {
/**
* The action's name. Actions are accessed via this [godot.String].
*/
public var action: StringName
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getActionPtr, STRING_NAME)
return (TransferContext.readReturnValue(STRING_NAME, false) as StringName)
}
set(`value`) {
TransferContext.writeArguments(STRING_NAME to value)
TransferContext.callMethod(rawPtr, MethodBindings.setActionPtr, NIL)
}
/**
* If `true`, the action's state is pressed. If `false`, the action's state is released.
*/
public var pressed: Boolean
@JvmName("isPressed_prop")
@Suppress("INAPPLICABLE_JVM_NAME")
get() = super.isPressed()
set(`value`) {
TransferContext.writeArguments(BOOL to value)
TransferContext.callMethod(rawPtr, MethodBindings.setPressedPtr, NIL)
}
/**
* The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is `false`. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.
*/
public var strength: Float
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getStrengthPtr, DOUBLE)
return (TransferContext.readReturnValue(DOUBLE, false) as Double).toFloat()
}
set(`value`) {
TransferContext.writeArguments(DOUBLE to value.toDouble())
TransferContext.callMethod(rawPtr, MethodBindings.setStrengthPtr, NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_INPUTEVENTACTION, scriptIndex)
return true
}
public companion object
internal object MethodBindings {
public val setActionPtr: VoidPtr =
TypeManager.getMethodBindPtr("InputEventAction", "set_action")
public val getActionPtr: VoidPtr =
TypeManager.getMethodBindPtr("InputEventAction", "get_action")
public val setPressedPtr: VoidPtr =
TypeManager.getMethodBindPtr("InputEventAction", "set_pressed")
public val setStrengthPtr: VoidPtr =
TypeManager.getMethodBindPtr("InputEventAction", "set_strength")
public val getStrengthPtr: VoidPtr =
TypeManager.getMethodBindPtr("InputEventAction", "get_strength")
}
}
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