input_map.h 3.5 KB

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  1. /*************************************************************************/
  2. /* input_map.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef INPUT_MAP_H
  31. #define INPUT_MAP_H
  32. #include "object.h"
  33. class InputMap : public Object {
  34. OBJ_TYPE(InputMap, Object);
  35. static InputMap *singleton;
  36. struct Action {
  37. int id;
  38. List<InputEvent> inputs;
  39. };
  40. mutable Map<StringName, Action> input_map;
  41. mutable Map<int, StringName> input_id_map;
  42. List<InputEvent>::Element *_find_event(List<InputEvent> &p_list, const InputEvent &p_event) const;
  43. Array _get_action_list(const StringName &p_action);
  44. Array _get_actions();
  45. protected:
  46. static void _bind_methods();
  47. public:
  48. static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
  49. bool has_action(const StringName &p_action) const;
  50. int get_action_id(const StringName &p_action) const;
  51. StringName get_action_from_id(int p_id) const;
  52. List<StringName> get_actions() const;
  53. void add_action(const StringName &p_action);
  54. void erase_action(const StringName &p_action);
  55. void action_add_event(const StringName &p_action, const InputEvent &p_event);
  56. bool action_has_event(const StringName &p_action, const InputEvent &p_event);
  57. void action_erase_event(const StringName &p_action, const InputEvent &p_event);
  58. const List<InputEvent> *get_action_list(const StringName &p_action);
  59. bool event_is_action(const InputEvent &p_event, const StringName &p_action) const;
  60. void load_from_globals();
  61. void load_default();
  62. InputMap();
  63. };
  64. #endif // INPUT_MAP_H