2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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/* input_map.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2014-02-10 01:10:30 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2014-02-10 01:10:30 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2014-02-10 01:10:30 +00:00
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#ifndef INPUT_MAP_H
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#define INPUT_MAP_H
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2020-03-01 22:14:37 +00:00
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#include "core/input/input_event.h"
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2020-11-07 22:33:38 +00:00
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#include "core/object/class_db.h"
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2020-12-07 11:31:51 +00:00
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#include "core/object/object.h"
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#include "core/templates/ordered_hash_map.h"
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2014-02-10 01:10:30 +00:00
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class InputMap : public Object {
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2017-03-05 15:44:50 +00:00
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GDCLASS(InputMap, Object);
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2016-09-01 21:58:52 +00:00
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public:
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2018-04-03 22:29:07 +00:00
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/**
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* A special value used to signify that a given Action can be triggered by any device
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*/
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static int ALL_DEVICES;
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2014-02-10 01:10:30 +00:00
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struct Action {
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int id;
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2018-02-21 21:06:34 +00:00
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float deadzone;
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2020-03-17 06:33:00 +00:00
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List<Ref<InputEvent>> inputs;
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2014-02-10 01:10:30 +00:00
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};
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2017-03-05 15:44:50 +00:00
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2016-09-01 21:58:52 +00:00
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private:
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static InputMap *singleton;
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2020-12-07 11:31:51 +00:00
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mutable OrderedHashMap<StringName, Action> input_map;
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OrderedHashMap<String, List<Ref<InputEvent>>> default_builtin_cache;
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2014-02-10 01:10:30 +00:00
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Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
2020-12-13 14:22:42 +00:00
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List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const;
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2014-02-10 01:10:30 +00:00
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2020-06-09 21:33:32 +00:00
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Array _action_get_events(const StringName &p_action);
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2016-06-04 15:55:09 +00:00
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Array _get_actions();
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2015-05-18 13:20:54 +00:00
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2014-04-24 01:48:16 +00:00
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protected:
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static void _bind_methods();
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2014-02-10 01:10:30 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2014-02-10 01:10:30 +00:00
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static _FORCE_INLINE_ InputMap *get_singleton() { return singleton; }
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2017-03-05 15:44:50 +00:00
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bool has_action(const StringName &p_action) const;
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2016-06-04 15:55:09 +00:00
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List<StringName> get_actions() const;
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2018-02-21 21:06:34 +00:00
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void add_action(const StringName &p_action, float p_deadzone = 0.5);
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2017-03-05 15:44:50 +00:00
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void erase_action(const StringName &p_action);
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2014-02-10 01:10:30 +00:00
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2020-11-10 06:21:13 +00:00
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float action_get_deadzone(const StringName &p_action);
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2018-02-21 21:06:34 +00:00
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void action_set_deadzone(const StringName &p_action, float p_deadzone);
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2017-05-20 15:38:03 +00:00
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void action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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bool action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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void action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event);
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2018-04-28 17:01:54 +00:00
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void action_erase_events(const StringName &p_action);
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2014-02-10 01:10:30 +00:00
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2020-06-09 21:33:32 +00:00
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const List<Ref<InputEvent>> *action_get_events(const StringName &p_action);
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Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.
Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True
Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.
Usage:
```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)
InputMap.event_is_action(p_event, "my_action", true)
func _input(event: InputEvent):
event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
event.is_action("my_action", true)
```
2020-12-13 14:22:42 +00:00
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bool event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false) const;
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bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match = false, bool *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const;
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2014-02-10 01:10:30 +00:00
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2020-12-07 11:31:51 +00:00
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const OrderedHashMap<StringName, Action> &get_action_map() const;
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2020-10-02 07:04:09 +00:00
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void load_from_project_settings();
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2016-06-05 04:19:42 +00:00
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void load_default();
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2014-02-10 01:10:30 +00:00
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2020-12-07 11:31:51 +00:00
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String get_builtin_display_name(const String &p_name) const;
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// Use an Ordered Map so insertion order is preserved. We want the elements to be 'grouped' somewhat.
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const OrderedHashMap<String, List<Ref<InputEvent>>> &get_builtins();
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2014-02-10 01:10:30 +00:00
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InputMap();
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};
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#endif // INPUT_MAP_H
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