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- /**************************************************************************/
- /* input_map.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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/hash_map.h"
- template <typename T>
- class TypedArray;
- 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;
- };
- static constexpr float DEFAULT_DEADZONE = 0.2f;
- private:
- static InputMap *singleton;
- mutable HashMap<StringName, Action> input_map;
- HashMap<String, List<Ref<InputEvent>>> default_builtin_cache;
- HashMap<String, List<Ref<InputEvent>>> default_builtin_with_overrides_cache;
- 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;
- TypedArray<InputEvent> _action_get_events(const StringName &p_action);
- TypedArray<StringName> _get_actions();
- protected:
- static void _bind_methods();
- #ifndef DISABLE_DEPRECATED
- void _add_action_bind_compat_97281(const StringName &p_action, float p_deadzone = 0.5);
- static void _bind_compatibility_methods();
- #endif // DISABLE_DEPRECATED
- 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 = DEFAULT_DEADZONE);
- 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<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>> *action_get_events(const StringName &p_action);
- bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
- int event_get_index(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
- 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;
- const HashMap<StringName, Action> &get_action_map() const;
- void load_from_project_settings();
- void load_default();
- String suggest_actions(const StringName &p_action) const;
- #ifdef TOOLS_ENABLED
- virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
- #endif
- 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 HashMap<String, List<Ref<InputEvent>>> &get_builtins();
- const HashMap<String, List<Ref<InputEvent>>> &get_builtins_with_feature_overrides_applied();
- InputMap();
- ~InputMap();
- };
- #endif // INPUT_MAP_H
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