godot/core/input_map.h
Rémi Verschelde e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00

82 lines
3.5 KiB
C++

/*************************************************************************/
/* input_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 "object.h"
#include "os/input_event.h"
class InputMap : public Object {
GDCLASS(InputMap, Object);
public:
struct Action {
int id;
List<Ref<InputEvent> > inputs;
};
private:
static InputMap *singleton;
mutable Map<StringName, Action> input_map;
List<Ref<InputEvent> >::Element *_find_event(List<Ref<InputEvent> > &p_list, const Ref<InputEvent> &p_event, bool p_action_test = false) 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);
void erase_action(const StringName &p_action);
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);
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;
const Map<StringName, Action> &get_action_map() const;
void load_from_globals();
void load_default();
InputMap();
};
#endif // INPUT_MAP_H