godot/core/input/input_map.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

107 lines
4.9 KiB
C++

/**************************************************************************/
/* input_map.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef INPUT_MAP_H
#define INPUT_MAP_H
#include "core/input/input_event.h"
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/templates/hash_map.h"
template <typename T>
class TypedArray;
class InputMap : public Object {
GDCLASS(InputMap, Object);
public:
/**
* A special value used to signify that a given Action can be triggered by any device
*/
static int ALL_DEVICES;
struct Action {
int id;
float deadzone;
List<Ref<InputEvent>> inputs;
};
private:
static InputMap *singleton;
mutable HashMap<StringName, Action> input_map;
HashMap<String, List<Ref<InputEvent>>> default_builtin_cache;
HashMap<String, List<Ref<InputEvent>>> default_builtin_with_overrides_cache;
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;
TypedArray<InputEvent> _action_get_events(const StringName &p_action);
TypedArray<StringName> _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);
float action_get_deadzone(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>> *action_get_events(const StringName &p_action);
bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
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;
const HashMap<StringName, Action> &get_action_map() const;
void load_from_project_settings();
void load_default();
String suggest_actions(const StringName &p_action) const;
String get_builtin_display_name(const String &p_name) const;
// Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat.
const HashMap<String, List<Ref<InputEvent>>> &get_builtins();
const HashMap<String, List<Ref<InputEvent>>> &get_builtins_with_feature_overrides_applied();
InputMap();
~InputMap();
};
#endif // INPUT_MAP_H