input_map.h 4.6 KB

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  1. /*************************************************************************/
  2. /* input_map.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef INPUT_MAP_H
  31. #define INPUT_MAP_H
  32. #include "core/input/input_event.h"
  33. #include "core/object/class_db.h"
  34. #include "core/object/object.h"
  35. #include "core/templates/ordered_hash_map.h"
  36. class InputMap : public Object {
  37. GDCLASS(InputMap, Object);
  38. public:
  39. /**
  40. * A special value used to signify that a given Action can be triggered by any device
  41. */
  42. static int ALL_DEVICES;
  43. struct Action {
  44. int id;
  45. float deadzone;
  46. List<Ref<InputEvent>> inputs;
  47. };
  48. private:
  49. static InputMap *singleton;
  50. mutable OrderedHashMap<StringName, Action> input_map;
  51. OrderedHashMap<String, List<Ref<InputEvent>>> default_builtin_cache;
  52. 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;
  53. Array _action_get_events(const StringName &p_action);
  54. Array _get_actions();
  55. protected:
  56. static void _bind_methods();
  57. public:
  58. static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
  59. bool has_action(const StringName &p_action) const;
  60. List<StringName> get_actions() const;
  61. void add_action(const StringName &p_action, float p_deadzone = 0.5);
  62. void erase_action(const StringName &p_action);
  63. float action_get_deadzone(const StringName &p_action);
  64. void action_set_deadzone(const StringName &p_action, float p_deadzone);
  65. void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  66. bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  67. void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
  68. void action_erase_events(const StringName &p_action);
  69. const List<Ref<InputEvent>> *action_get_events(const StringName &p_action);
  70. bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
  71. 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;
  72. const OrderedHashMap<StringName, Action> &get_action_map() const;
  73. void load_from_project_settings();
  74. void load_default();
  75. String get_builtin_display_name(const String &p_name) const;
  76. // Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat.
  77. const OrderedHashMap<String, List<Ref<InputEvent>>> &get_builtins();
  78. InputMap();
  79. };
  80. #endif // INPUT_MAP_H