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- #ifndef INPUT_MAP_H
- #define INPUT_MAP_H
- #include "core/object.h"
- #include "core/os/input_event.h"
- class InputMap : public Object {
- GDCLASS(InputMap, Object);
- public:
-
- static int ALL_DEVICES;
- struct Action {
- int id;
- float deadzone;
- List<Ref<InputEvent> > inputs;
- };
- private:
- static InputMap *singleton;
- mutable Map<StringName, Action> input_map;
- List<Ref<InputEvent> >::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = NULL, float *p_strength = NULL) const;
- Array _get_action_list(const StringName &p_action);
- Array _get_actions();
- protected:
- static void _bind_methods();
- public:
- static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
- bool has_action(const StringName &p_action) const;
- List<StringName> get_actions() const;
- void add_action(const StringName &p_action, float p_deadzone = 0.5);
- void erase_action(const StringName &p_action);
- void action_set_deadzone(const StringName &p_action, float p_deadzone);
- void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event);
- bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
- void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
- void action_erase_events(const StringName &p_action);
- const List<Ref<InputEvent> > *get_action_list(const StringName &p_action);
- bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action) const;
- bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = NULL, float *p_strength = NULL) const;
- const Map<StringName, Action> &get_action_map() const;
- void load_from_globals();
- void load_default();
- InputMap();
- };
- #endif
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