1 | /**************************************************************************/ |
2 | /* input_map.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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 | |
31 | #ifndef INPUT_MAP_H |
32 | #define INPUT_MAP_H |
33 | |
34 | #include "core/input/input_event.h" |
35 | #include "core/object/class_db.h" |
36 | #include "core/object/object.h" |
37 | #include "core/templates/hash_map.h" |
38 | |
39 | template <typename T> |
40 | class TypedArray; |
41 | |
42 | class InputMap : public Object { |
43 | GDCLASS(InputMap, Object); |
44 | |
45 | public: |
46 | /** |
47 | * A special value used to signify that a given Action can be triggered by any device |
48 | */ |
49 | static int ALL_DEVICES; |
50 | |
51 | struct Action { |
52 | int id; |
53 | float deadzone; |
54 | List<Ref<InputEvent>> inputs; |
55 | }; |
56 | |
57 | private: |
58 | static InputMap *singleton; |
59 | |
60 | mutable HashMap<StringName, Action> input_map; |
61 | HashMap<String, List<Ref<InputEvent>>> default_builtin_cache; |
62 | HashMap<String, List<Ref<InputEvent>>> default_builtin_with_overrides_cache; |
63 | |
64 | List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false, bool *r_pressed = nullptr, float *r_strength = nullptr, float *r_raw_strength = nullptr) const; |
65 | |
66 | TypedArray<InputEvent> _action_get_events(const StringName &p_action); |
67 | TypedArray<StringName> _get_actions(); |
68 | |
69 | protected: |
70 | static void _bind_methods(); |
71 | |
72 | public: |
73 | static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; } |
74 | |
75 | bool has_action(const StringName &p_action) const; |
76 | List<StringName> get_actions() const; |
77 | void add_action(const StringName &p_action, float p_deadzone = 0.5); |
78 | void erase_action(const StringName &p_action); |
79 | |
80 | float action_get_deadzone(const StringName &p_action); |
81 | void action_set_deadzone(const StringName &p_action, float p_deadzone); |
82 | void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event); |
83 | bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event); |
84 | void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event); |
85 | void action_erase_events(const StringName &p_action); |
86 | |
87 | const List<Ref<InputEvent>> *action_get_events(const StringName &p_action); |
88 | bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const; |
89 | bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false, bool *r_pressed = nullptr, float *r_strength = nullptr, float *r_raw_strength = nullptr) const; |
90 | |
91 | const HashMap<StringName, Action> &get_action_map() const; |
92 | void load_from_project_settings(); |
93 | void load_default(); |
94 | |
95 | String suggest_actions(const StringName &p_action) const; |
96 | |
97 | String get_builtin_display_name(const String &p_name) const; |
98 | // Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat. |
99 | const HashMap<String, List<Ref<InputEvent>>> &get_builtins(); |
100 | const HashMap<String, List<Ref<InputEvent>>> &get_builtins_with_feature_overrides_applied(); |
101 | |
102 | InputMap(); |
103 | ~InputMap(); |
104 | }; |
105 | |
106 | #endif // INPUT_MAP_H |
107 | |