Class InputManager¶
Defined in File input_manager.h
Class Documentation¶
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class
InputManager¶ Allows interfacing to game controlling hardware, including mouse, keyboard and XInput controllers. Allows detecting inputs through Event dispatch. Event data for boolean buttons consists of a Vector2 where Vector2.x and Vector2.y carry the old and new values for the input event respectively. Float buttons should be queried directly by invoking InputManager.
Public Functions
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void
initialize(unsigned int width, unsigned int height)¶
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void
setEnabled(bool enabled)¶
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void
loadSchemes(const HashMap<String, InputScheme> &inputSchemes)¶
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void
addScheme(const String &name, const InputScheme &inputScheme)¶
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void
popScheme()¶
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void
flushSchemes()¶
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void
mapBool(const Event::Type &action, Device device, DeviceButtonID button)¶ Bind an event to a button on a device.
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void
mapFloat(const Event::Type &action, Device device, DeviceButtonID button)¶ Bind an event to a float on a device.
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void
update()¶
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const gainput::InputMap &
getMap() const¶
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gainput::InputDeviceMouse *
getMouse()¶
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gainput::InputDeviceKeyboard *
getKeyboard()¶
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gainput::InputDevicePad *
getPad1()¶
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gainput::InputDevicePad *
getPad2()¶
Public Static Functions
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static InputManager *
GetSingleton()¶
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static void
SetEnabled(bool enabled)¶
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static void
MapBool(const Event::Type &action, Device device, DeviceButtonID button)¶
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static void
MapFloat(const Event::Type &action, Device device, DeviceButtonID button)¶
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void