godot/core/input/input_map.cpp

/**************************************************************************/
/*  input_map.cpp                                                         */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "input_map.h"
#include "input_map.compat.inc"

#include "core/config/project_settings.h"
#include "core/input/input.h"
#include "core/os/keyboard.h"
#include "core/os/os.h"
#include "core/variant/typed_array.h"

InputMap *InputMap::singleton =;

int InputMap::ALL_DEVICES =;

void InputMap::_bind_methods() {}

/**
 * Returns an nonexistent action error message with a suggestion of the closest
 * matching action name (if possible).
 */
String InputMap::suggest_actions(const StringName &p_action) const {}

#ifdef TOOLS_ENABLED
void InputMap::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {}
#endif

void InputMap::add_action(const StringName &p_action, float p_deadzone) {}

void InputMap::erase_action(const StringName &p_action) {}

TypedArray<StringName> InputMap::_get_actions() {}

List<StringName> InputMap::get_actions() const {}

List<Ref<InputEvent>>::Element *InputMap::_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool p_exact_match, bool *r_pressed, float *r_strength, float *r_raw_strength, int *r_event_index) const {}

bool InputMap::has_action(const StringName &p_action) const {}

float InputMap::action_get_deadzone(const StringName &p_action) {}

void InputMap::action_set_deadzone(const StringName &p_action, float p_deadzone) {}

void InputMap::action_add_event(const StringName &p_action, const Ref<InputEvent> &p_event) {}

bool InputMap::action_has_event(const StringName &p_action, const Ref<InputEvent> &p_event) {}

void InputMap::action_erase_event(const StringName &p_action, const Ref<InputEvent> &p_event) {}

void InputMap::action_erase_events(const StringName &p_action) {}

TypedArray<InputEvent> InputMap::_action_get_events(const StringName &p_action) {}

const List<Ref<InputEvent>> *InputMap::action_get_events(const StringName &p_action) {}

bool InputMap::event_is_action(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match) const {}

int InputMap::event_get_index(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match) const {}

bool InputMap::event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool p_exact_match, bool *r_pressed, float *r_strength, float *r_raw_strength, int *r_event_index) const {}

const HashMap<StringName, InputMap::Action> &InputMap::get_action_map() const {}

void InputMap::load_from_project_settings() {}

struct _BuiltinActionDisplayName {};

static const _BuiltinActionDisplayName _builtin_action_display_names[] =;

String InputMap::get_builtin_display_name(const String &p_name) const {}

const HashMap<String, List<Ref<InputEvent>>> &InputMap::get_builtins() {}

const HashMap<String, List<Ref<InputEvent>>> &InputMap::get_builtins_with_feature_overrides_applied() {}

void InputMap::load_default() {}

InputMap::InputMap() {}

InputMap::~InputMap() {}