godot-cpp/include/gen/InputMap.hpp

56 lines
1.4 KiB
C++

#ifndef GODOT_CPP_INPUTMAP_HPP
#define GODOT_CPP_INPUTMAP_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Object.hpp>
namespace godot {
class InputEvent;
class InputMap : public Object {
static InputMap *_singleton;
InputMap();
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
// methods
bool has_action(const String action) const;
Array get_actions();
void add_action(const String action);
void erase_action(const String action);
void action_add_event(const String action, const Ref<InputEvent> event);
bool action_has_event(const String action, const Ref<InputEvent> event);
void action_erase_event(const String action, const Ref<InputEvent> event);
Array get_action_list(const String action);
bool event_is_action(const Ref<InputEvent> event, const String action) const;
void load_from_globals();
};
}
#endif