sfw/sfw/render_core/input_map.h

68 lines
2.4 KiB
C++

#ifndef INPUT_MAP_H
#define INPUT_MAP_H
/*************************************************************************/
/* input_map.h */
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
/*************************************************************************/
//--STRIP
#include "render_core/input_event.h"
#include "object/object.h"
#include "core/rb_map.h"
//--STRIP
class InputMap : public Object {
SFW_OBJECT(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 RBMap<StringName, Action> input_map;
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;
Array _get_action_list(const StringName &p_action);
Array _get_actions();
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>> *get_action_list(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 *p_pressed = nullptr, float *p_strength = nullptr, float *p_raw_strength = nullptr) const;
const RBMap<StringName, Action> &get_action_map() const;
void load_default();
String suggest_actions(const StringName &p_action) const;
InputMap();
};
#endif // INPUT_MAP_H