/*************************************************************************/ /* input_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef INPUT_MAP_H #define INPUT_MAP_H #include "core/input/input_event.h" #include "core/object/class_db.h" #include "core/object/object.h" #include "core/templates/ordered_hash_map.h" class InputMap : public Object { GDCLASS(InputMap, Object); public: /** * A special value used to signify that a given Action can be triggered by any device */ static int ALL_DEVICES; struct Action { int id; float deadzone; List> inputs; }; private: static InputMap *singleton; mutable OrderedHashMap input_map; OrderedHashMap>> default_builtin_cache; List>::Element *_find_event(Action &p_action, const Ref &p_event, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const; Array _action_get_events(const StringName &p_action); Array _get_actions(); protected: static void _bind_methods(); public: static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; } bool has_action(const StringName &p_action) const; List get_actions() const; void add_action(const StringName &p_action, float p_deadzone = 0.5); void erase_action(const StringName &p_action); float action_get_deadzone(const StringName &p_action); void action_set_deadzone(const StringName &p_action, float p_deadzone); void action_add_event(const StringName &p_action, const Ref &p_event); bool action_has_event(const StringName &p_action, const Ref &p_event); void action_erase_event(const StringName &p_action, const Ref &p_event); void action_erase_events(const StringName &p_action); const List> *action_get_events(const StringName &p_action); bool event_is_action(const Ref &p_event, const StringName &p_action, bool p_exact_match = false) const; bool event_get_action_status(const Ref &p_event, const StringName &p_action, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const; const OrderedHashMap &get_action_map() const; void load_from_project_settings(); void load_default(); String get_builtin_display_name(const String &p_name) const; // Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat. const OrderedHashMap>> &get_builtins(); InputMap(); }; #endif // INPUT_MAP_H