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								/*************************************************************************/
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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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											2017-08-27 14:16:55 +02:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2022-01-13 09:45:09 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2022 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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												Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
											
										 
										
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									List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) 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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									float action_get_deadzone(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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												Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```
Co-authored-by: Eric M <itsjusteza@gmail.com>
											
										 
										
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									bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
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									bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) 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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									String suggest_actions(const StringName &p_action) const;
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									InputMap();
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								};
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								#endif // INPUT_MAP_H
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