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 */
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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
39template <typename T>
40class TypedArray;
41
42class InputMap : public Object {
43 GDCLASS(InputMap, Object);
44
45public:
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
57private:
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
69protected:
70 static void _bind_methods();
71
72public:
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