text: /*************************************************************************/
  /*  input_map.h                                                          */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 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  */
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  /* 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 "core/input/input_event.h"
  #include "core/object/class_db.h"
  
  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 Map<StringName, Action> input_map;
  
  	List<Ref<InputEvent>>::Element *_find_event(Action &p_action, const Ref<InputEvent> &p_event, bool *p_pressed = nullptr, float *p_strength = nullptr) const;
  
  	Array _action_get_events(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, float p_deadzone = 0.5);
  	void erase_action(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) const;
  	bool event_get_action_status(const Ref<InputEvent> &p_event, const StringName &p_action, bool *p_pressed = nullptr, float *p_strength = nullptr) const;
  
  	const Map<StringName, Action> &get_action_map() const;
  	void load_from_globals();
  	void load_default();
  
  	InputMap();
  };
  
  #endif // INPUT_MAP_H
  