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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
92 lines
4.0 KiB
C++
92 lines
4.0 KiB
C++
/*************************************************************************/
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/* input_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef INPUT_MAP_H
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#define INPUT_MAP_H
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#include "core/object.h"
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#include "core/os/input_event.h"
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class InputMap : public Object {
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GDCLASS(InputMap, Object);
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public:
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/**
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* A special value used to signify that a given Action can be triggered by any device
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*/
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static int ALL_DEVICES;
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struct Action {
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int id;
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float deadzone;
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List<Ref<InputEvent> > inputs;
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};
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private:
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static InputMap *singleton;
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mutable Map<StringName, Action> input_map;
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List<Ref<InputEvent> >::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = NULL, float *p_strength = NULL) const;
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Array _get_action_list(const StringName &p_action);
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Array _get_actions();
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protected:
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static void _bind_methods();
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public:
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static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
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bool has_action(const StringName &p_action) const;
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List<StringName> get_actions() const;
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void add_action(const StringName &p_action, float p_deadzone = 0.5);
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void erase_action(const StringName &p_action);
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void action_set_deadzone(const StringName &p_action, float p_deadzone);
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void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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void action_erase_events(const StringName &p_action);
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const List<Ref<InputEvent> > *get_action_list(const StringName &p_action);
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bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const;
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bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = NULL, float *p_strength = NULL) const;
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const Map<StringName, Action> &get_action_map() const;
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void load_from_globals();
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void load_default();
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InputMap();
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};
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#endif // INPUT_MAP_H
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