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			93 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
	
		
			4.2 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) 2007-2022 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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| 
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| #ifndef INPUT_MAP_H
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| #define INPUT_MAP_H
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| 
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| #include "core/object.h"
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| #include "core/os/input_event.h"
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| 
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| class InputMap : public Object {
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| 	GDCLASS(InputMap, Object);
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| 
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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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| 
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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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| 
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| private:
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| 	static InputMap *singleton;
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| 
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| 	mutable Map<StringName, Action> input_map;
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| 
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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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| 
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| 	Array _get_action_list(const StringName &p_action);
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| 	Array _get_actions();
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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| public:
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| 	static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
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| 
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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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| 
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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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| 
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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, 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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| 
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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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| 
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| 	String suggest_actions(const StringName &p_action) const;
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| 
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| 	InputMap();
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| };
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| 
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| #endif // INPUT_MAP_H
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