#ifndef GODOT_CPP_INPUTMAP_HPP #define GODOT_CPP_INPUTMAP_HPP #include #include #include #include #include "Object.hpp" namespace godot { class InputEvent; class InputMap : public Object { static InputMap *_singleton; InputMap(); struct ___method_bindings { godot_method_bind *mb_action_add_event; godot_method_bind *mb_action_erase_event; godot_method_bind *mb_action_erase_events; godot_method_bind *mb_action_has_event; godot_method_bind *mb_action_set_deadzone; godot_method_bind *mb_add_action; godot_method_bind *mb_erase_action; godot_method_bind *mb_event_is_action; godot_method_bind *mb_get_action_list; godot_method_bind *mb_get_actions; godot_method_bind *mb_has_action; godot_method_bind *mb_load_from_globals; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline InputMap *get_singleton() { if (!InputMap::_singleton) { InputMap::_singleton = new InputMap; } return InputMap::_singleton; } static inline const char *___get_class_name() { return (const char *) "InputMap"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums // constants // methods void action_add_event(const String action, const Ref event); void action_erase_event(const String action, const Ref event); void action_erase_events(const String action); bool action_has_event(const String action, const Ref event); void action_set_deadzone(const String action, const real_t deadzone); void add_action(const String action, const real_t deadzone = 0.5); void erase_action(const String action); bool event_is_action(const Ref event, const String action) const; Array get_action_list(const String action); Array get_actions(); bool has_action(const String action) const; void load_from_globals(); }; } #endif