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	Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
		
			
				
	
	
		
			292 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			292 lines
		
	
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  input_map.cpp                                                        */
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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) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2018 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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#include "input_map.h"
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#include "os/keyboard.h"
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#include "project_settings.h"
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InputMap *InputMap::singleton = NULL;
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void InputMap::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("has_action", "action"), &InputMap::has_action);
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	ClassDB::bind_method(D_METHOD("get_actions"), &InputMap::_get_actions);
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	ClassDB::bind_method(D_METHOD("add_action", "action"), &InputMap::add_action);
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	ClassDB::bind_method(D_METHOD("erase_action", "action"), &InputMap::erase_action);
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	ClassDB::bind_method(D_METHOD("action_add_event", "action", "event"), &InputMap::action_add_event);
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	ClassDB::bind_method(D_METHOD("action_has_event", "action", "event"), &InputMap::action_has_event);
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	ClassDB::bind_method(D_METHOD("action_erase_event", "action", "event"), &InputMap::action_erase_event);
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	ClassDB::bind_method(D_METHOD("get_action_list", "action"), &InputMap::_get_action_list);
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	ClassDB::bind_method(D_METHOD("event_is_action", "event", "action"), &InputMap::event_is_action);
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	ClassDB::bind_method(D_METHOD("load_from_globals"), &InputMap::load_from_globals);
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}
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void InputMap::add_action(const StringName &p_action) {
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	ERR_FAIL_COND(input_map.has(p_action));
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	input_map[p_action] = Action();
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	static int last_id = 1;
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	input_map[p_action].id = last_id;
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	last_id++;
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}
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void InputMap::erase_action(const StringName &p_action) {
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	ERR_FAIL_COND(!input_map.has(p_action));
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	input_map.erase(p_action);
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}
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Array InputMap::_get_actions() {
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	Array ret;
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	List<StringName> actions = get_actions();
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	if (actions.empty())
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		return ret;
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	for (const List<StringName>::Element *E = actions.front(); E; E = E->next()) {
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		ret.push_back(E->get());
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	}
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	return ret;
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}
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List<StringName> InputMap::get_actions() const {
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	List<StringName> actions = List<StringName>();
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	if (input_map.empty()) {
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		return actions;
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	}
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	for (Map<StringName, Action>::Element *E = input_map.front(); E; E = E->next()) {
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		actions.push_back(E->key());
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	}
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	return actions;
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}
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List<Ref<InputEvent> >::Element *InputMap::_find_event(List<Ref<InputEvent> > &p_list, const Ref<InputEvent> &p_event, bool p_action_test) const {
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	for (List<Ref<InputEvent> >::Element *E = p_list.front(); E; E = E->next()) {
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		const Ref<InputEvent> e = E->get();
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		//if (e.type != Ref<InputEvent>::KEY && e.device != p_event.device) -- unsure about the KEY comparison, why is this here?
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		//	continue;
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		if (e->get_device() != p_event->get_device())
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			continue;
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		if (e->action_match(p_event))
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			return E;
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	}
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	return NULL;
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}
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bool InputMap::has_action(const StringName &p_action) const {
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	return input_map.has(p_action);
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}
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void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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	ERR_FAIL_COND(p_event.is_null());
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	ERR_FAIL_COND(!input_map.has(p_action));
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	if (_find_event(input_map[p_action].inputs, p_event))
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		return; //already gots
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	input_map[p_action].inputs.push_back(p_event);
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}
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bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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	ERR_FAIL_COND_V(!input_map.has(p_action), false);
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	return (_find_event(input_map[p_action].inputs, p_event) != NULL);
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}
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void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {
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	ERR_FAIL_COND(!input_map.has(p_action));
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	List<Ref<InputEvent> >::Element *E = _find_event(input_map[p_action].inputs, p_event);
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	if (E)
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		input_map[p_action].inputs.erase(E);
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}
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Array InputMap::_get_action_list(const StringName &p_action) {
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	Array ret;
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	const List<Ref<InputEvent> > *al = get_action_list(p_action);
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	if (al) {
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		for (const List<Ref<InputEvent> >::Element *E = al->front(); E; E = E->next()) {
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			ret.push_back(E->get());
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		}
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	}
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	return ret;
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}
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const List<Ref<InputEvent> > *InputMap::get_action_list(const StringName &p_action) {
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	const Map<StringName, Action>::Element *E = input_map.find(p_action);
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	if (!E)
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		return NULL;
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	return &E->get().inputs;
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}
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bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const {
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	Map<StringName, Action>::Element *E = input_map.find(p_action);
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	if (!E) {
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		ERR_EXPLAIN("Request for nonexistent InputMap action: " + String(p_action));
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		ERR_FAIL_COND_V(!E, false);
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	}
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	Ref<InputEventAction> iea = p_event;
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	if (iea.is_valid()) {
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		return iea->get_action() == p_action;
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	}
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	return _find_event(E->get().inputs, p_event, true) != NULL;
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}
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const Map<StringName, InputMap::Action> &InputMap::get_action_map() const {
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	return input_map;
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}
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void InputMap::load_from_globals() {
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	input_map.clear();
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	List<PropertyInfo> pinfo;
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	ProjectSettings::get_singleton()->get_property_list(&pinfo);
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	for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
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		const PropertyInfo &pi = E->get();
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		if (!pi.name.begins_with("input/"))
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			continue;
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		String name = pi.name.substr(pi.name.find("/") + 1, pi.name.length());
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		add_action(name);
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		Array va = ProjectSettings::get_singleton()->get(pi.name);
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		for (int i = 0; i < va.size(); i++) {
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			Ref<InputEvent> ie = va[i];
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			if (ie.is_null())
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				continue;
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			action_add_event(name, ie);
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		}
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	}
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}
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void InputMap::load_default() {
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	Ref<InputEventKey> key;
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	add_action("ui_accept");
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	key.instance();
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	key->set_scancode(KEY_ENTER);
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	action_add_event("ui_accept", key);
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	key.instance();
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	key->set_scancode(KEY_KP_ENTER);
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	action_add_event("ui_accept", key);
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	key.instance();
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	key->set_scancode(KEY_SPACE);
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	action_add_event("ui_accept", key);
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	add_action("ui_select");
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	key.instance();
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	key->set_scancode(KEY_SPACE);
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	action_add_event("ui_select", key);
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	add_action("ui_cancel");
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	key.instance();
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	key->set_scancode(KEY_ESCAPE);
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	action_add_event("ui_cancel", key);
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	add_action("ui_focus_next");
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	key.instance();
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	key->set_scancode(KEY_TAB);
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	action_add_event("ui_focus_next", key);
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	add_action("ui_focus_prev");
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	key.instance();
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	key->set_scancode(KEY_TAB);
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	key->set_shift(true);
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	action_add_event("ui_focus_prev", key);
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	add_action("ui_left");
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	key.instance();
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	key->set_scancode(KEY_LEFT);
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	action_add_event("ui_left", key);
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	add_action("ui_right");
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	key.instance();
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	key->set_scancode(KEY_RIGHT);
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	action_add_event("ui_right", key);
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	add_action("ui_up");
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	key.instance();
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	key->set_scancode(KEY_UP);
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	action_add_event("ui_up", key);
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	add_action("ui_down");
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	key.instance();
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	key->set_scancode(KEY_DOWN);
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	action_add_event("ui_down", key);
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	add_action("ui_page_up");
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	key.instance();
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	key->set_scancode(KEY_PAGEUP);
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	action_add_event("ui_page_up", key);
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	add_action("ui_page_down");
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	key.instance();
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	key->set_scancode(KEY_PAGEDOWN);
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	action_add_event("ui_page_down", key);
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	//set("display/window/handheld/orientation", "landscape");
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}
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InputMap::InputMap() {
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	ERR_FAIL_COND(singleton);
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	singleton = this;
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}
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