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// Copyright 2015 The Cobalt Authors. All Rights Reserved.
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// See the License for the specific language governing permissions and
// limitations under the License.
// Module Overview: Starboard Input module
// Defines input events and associated data types.
#include "starboard/configuration.h"
#include "starboard/export.h"
#include "starboard/key.h"
#include "starboard/time.h"
#include "starboard/types.h"
#include "starboard/window.h"
#ifdef __cplusplus
extern "C" {
// Identifies possible input subsystem types. The types of events that each
// device type produces correspond to |SbInputEventType| values.
typedef enum SbInputDeviceType {
// Input from a gesture-detection mechanism. Examples include Kinect,
// Wiimotes, etc...
// Produces |Move|, |Press| and |Unpress| events.
// Input from a gamepad, following the layout provided in the W3C Web Gamepad
// API. []
// Produces |Move|, |Press| and |Unpress| events.
// Keyboard input from a traditional keyboard or game controller chatpad.
// Produces |Press| and |Unpress| events.
// Input from a traditional mouse.
// Produces |Move|, |Press|, and |Unpress| events.
// Input from a TV remote-control-style device.
// Produces |Press| and |Unpress| events.
// Input from a single- or multi-touchscreen.
// Produces |Move|, |Press|, and |Unpress| events.
// Input from a touchpad that is not masquerading as a mouse.
// Produces |Move|, |Press|, and |Unpress| events.
// Keyboard input from an on screen keyboard.
// Produces |Input| events.
#endif // SB_API_VERSION >= 12 ||
} SbInputDeviceType;
// The action that an input event represents.
typedef enum SbInputEventType {
// Device Movement. In the case of |Mouse|, and perhaps |Gesture|, the
// movement tracks an absolute cursor position. In the case of |TouchPad|,
// only relative movements are provided.
// Key or button press activation. This could be a key on a keyboard, a button
// on a mouse or game controller, a push from a touch screen, or a gesture. An
// |Unpress| event is subsequently delivered when the |Press| event
// terminates, such as when the key/button/finger is raised. Injecting repeat
// presses is up to the client.
// Key or button deactivation. The counterpart to the |Press| event, this
// event is sent when the key or button being pressed is released.
// Wheel movement. Provides relative movements of the |Mouse| wheel.
#endif // SB_API_VERSION >= 12 ||
} SbInputEventType;
// A 2-dimensional vector used to represent points and motion vectors.
typedef struct SbInputVector {
float x;
float y;
} SbInputVector;
// Event data for |kSbEventTypeInput| events.
typedef struct SbInputData {
// The time that should be reported for this event. This is intended to
// facilitate calculation of time-sensitive information (e.g. velocity for
// kSbInputEventTypeMove). This may be set to 0 to have the relevant systems
// automatically set the timestamp. However, this may happen at a later time,
// so the relative time between events may not be preserved.
SbTimeMonotonic timestamp;
#endif // SB_API_VERSION < 13
// The window in which the input was generated.
SbWindow window;
// The type of input event that this represents.
SbInputEventType type;
// The type of device that generated this input event.
SbInputDeviceType device_type;
// An identifier that is unique among all connected devices.
int device_id;
// An identifier that indicates which keyboard key or mouse button was
// involved in this event, if any. All known keys for all devices are mapped
// to a single ID space, defined by the |SbKey| enum in |key.h|.
SbKey key;
// The character that corresponds to the key. For an external keyboard, this
// character also depends on the keyboard language. The value is |0| if there
// is no corresponding character.
wchar_t character;
// The location of the specified key, in cases where there are multiple
// instances of the button on the keyboard. For example, some keyboards have
// more than one "shift" key.
SbKeyLocation key_location;
// Key modifiers (e.g. |Ctrl|, |Shift|) held down during this input event.
unsigned int key_modifiers;
// The (x, y) coordinates of the persistent cursor controlled by this device.
// The value is |0| if this data is not applicable. For events with type
// kSbInputEventTypeMove and device_type kSbInputDeviceTypeGamepad, this field
// is interpreted as a stick position with the range [-1, 1], with positive
// values for the down and right direction.
SbInputVector position;
// The relative motion vector of this input. The value is |0| if this data is
// not applicable.
SbInputVector delta;
// The normalized pressure of the pointer input in the range of [0,1], where 0
// and 1 represent the minimum and maximum pressure the hardware is capable of
// detecting, respectively. Use NaN for devices that do not report pressure.
// This value is used for input events with device type mouse or touch screen.
float pressure;
// The (width, height) of the contact geometry of the pointer. This defines
// the size of the area under the pointer position. If (NaN, NaN) is
// specified, the value (0,0) will be used. This value is used for input
// events with device type mouse or touch screen.
SbInputVector size;
// The (x, y) angle in degrees, in the range of [-90, 90] of the pointer,
// relative to the z axis. Positive values are for tilt to the right (x), and
// towards the user (y). Use (NaN, NaN) for devices that do not report tilt.
// This value is used for input events with device type mouse or touch screen.
SbInputVector tilt;
// The text to input for events of type |Input|.
const char* input_text;
// Set to true if the input event is part of a composition event.
bool is_composing;
} SbInputData;
#ifdef __cplusplus
} // extern "C"