/**************************************************************************/
/*  input_map.h                                                           */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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, int *r_event_index = 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;
	int event_get_index(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, int *r_event_index = 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;

#ifdef TOOLS_ENABLED
	virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
#endif

	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