godot/core/input_map.h
Fabio Alessandrelli 17d7e6a142 Fix Keyboard Input Hangs when using modifiers
Main input parsing loop only update actions for keyboard if the state has changed.
`InputMap::event_is_action` now ignores keyboard modifiers if the event is not pressed.
Clarify difference between `InputMap::action_has_event` and `InputMap::event_is_action` in docs.

Fixes #6388.
2016-10-19 17:52:49 +02:00

84 lines
3.5 KiB
C++

/*************************************************************************/
/* input_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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 */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/*************************************************************************/
#ifndef INPUT_MAP_H
#define INPUT_MAP_H
#include "object.h"
class InputMap : public Object {
OBJ_TYPE( InputMap, Object );
public:
struct Action {
int id;
List<InputEvent> inputs;
};
private:
static InputMap *singleton;
mutable Map<StringName, Action> input_map;
mutable Map<int,StringName> input_id_map;
List<InputEvent>::Element *_find_event(List<InputEvent> &p_list,const InputEvent& p_event, bool p_mod_ignore) 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;
int get_action_id(const StringName& p_action) const;
StringName get_action_from_id(int p_id) const;
List<StringName> get_actions() const;
void add_action(const StringName& p_action);
void erase_action(const StringName& p_action);
void action_add_event(const StringName& p_action,const InputEvent& p_event);
bool action_has_event(const StringName& p_action,const InputEvent& p_event);
void action_erase_event(const StringName& p_action,const InputEvent& p_event);
const List<InputEvent> *get_action_list(const StringName& p_action);
bool event_is_action(const InputEvent& p_event, const StringName& p_action) const;
const Map<StringName, Action>& get_action_map() const;
void load_from_globals();
void load_default();
InputMap();
};
#endif // INPUT_MAP_H