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- /*************************************************************************/
- /* input_map.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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/object.h"
- #include "core/os/input_event.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<Ref<InputEvent> > inputs;
- };
- private:
- static InputMap *singleton;
- mutable Map<StringName, Action> input_map;
- List<Ref<InputEvent> >::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = NULL, float *p_strength = NULL) const;
- Array _get_action_list(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<StringName> get_actions() const;
- void add_action(const StringName &p_action, float p_deadzone = 0.5);
- void erase_action(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<InputEvent> &p_event);
- bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
- void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
- void action_erase_events(const StringName &p_action);
- const List<Ref<InputEvent> > *get_action_list(const StringName &p_action);
- bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const;
- bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = NULL, float *p_strength = NULL) const;
- const Map<StringName, Action> &get_action_map() const;
- void load_from_globals();
- void load_default();
- InputMap();
- };
- #endif // INPUT_MAP_H
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