input_map.h 5.5 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "core/input/input_event.h"
  33. #include "core/object/class_db.h"
  34. #include "core/object/object.h"
  35. #include "core/templates/hash_map.h"
  36. template <typename T>
  37. class TypedArray;
  38. class InputMap : public Object {
  39. GDCLASS(InputMap, Object);
  40. public:
  41. /**
  42. * A special value used to signify that a given Action can be triggered by any device
  43. */
  44. static int ALL_DEVICES;
  45. struct Action {
  46. int id;
  47. float deadzone;
  48. List<Ref<InputEvent>> inputs;
  49. };
  50. static constexpr float DEFAULT_DEADZONE = 0.2f;
  51. private:
  52. static InputMap *singleton;
  53. mutable HashMap<StringName, Action> input_map;
  54. HashMap<String, List<Ref<InputEvent>>> default_builtin_cache;
  55. HashMap<String, List<Ref<InputEvent>>> default_builtin_with_overrides_cache;
  56. List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false, bool *r_pressed = nullptr, float *r_strength = nullptr, float *r_raw_strength = nullptr, int *r_event_index = nullptr) const;
  57. TypedArray<InputEvent> _action_get_events(const StringName &p_action);
  58. TypedArray<StringName> _get_actions();
  59. protected:
  60. static void _bind_methods();
  61. #ifndef DISABLE_DEPRECATED
  62. void _add_action_bind_compat_97281(const StringName &p_action, float p_deadzone = 0.5);
  63. static void _bind_compatibility_methods();
  64. #endif // DISABLE_DEPRECATED
  65. public:
  66. static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
  67. bool has_action(const StringName &p_action) const;
  68. List<StringName> get_actions() const;
  69. void add_action(const StringName &p_action, float p_deadzone = DEFAULT_DEADZONE);
  70. void erase_action(const StringName &p_action);
  71. float action_get_deadzone(const StringName &p_action);
  72. void action_set_deadzone(const StringName &p_action, float p_deadzone);
  73. void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  74. bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  75. void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  76. void action_erase_events(const StringName &p_action);
  77. const List<Ref<InputEvent>> *action_get_events(const StringName &p_action);
  78. bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
  79. int event_get_index(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
  80. bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false, bool *r_pressed = nullptr, float *r_strength = nullptr, float *r_raw_strength = nullptr, int *r_event_index = nullptr) const;
  81. const HashMap<StringName, Action> &get_action_map() const;
  82. void load_from_project_settings();
  83. void load_default();
  84. String suggest_actions(const StringName &p_action) const;
  85. #ifdef TOOLS_ENABLED
  86. virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
  87. #endif
  88. String get_builtin_display_name(const String &p_name) const;
  89. // Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat.
  90. const HashMap<String, List<Ref<InputEvent>>> &get_builtins();
  91. const HashMap<String, List<Ref<InputEvent>>> &get_builtins_with_feature_overrides_applied();
  92. InputMap();
  93. ~InputMap();
  94. };
  95. #endif // INPUT_MAP_H