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virtual | ~InputHandler ()=default |
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virtual void | allDevicesUpdated (float dt) |
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virtual void | axisMoved (unsigned int joyStick, unsigned int axis, float value) |
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template<class T > |
void | buttonEvent (unsigned int device, T button, ButtonEvent::TPress) |
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template<class T > |
void | buttonEvent (unsigned int device, T button, ButtonEvent::TRelease) |
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template<class T > |
void | buttonEvent (unsigned int device, T button, ButtonEvent::THold) |
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virtual void | buttonHeld (const KeyEvent &evt) |
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virtual void | buttonHeld (MouseButtonCode::ByEnum button) |
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virtual void | buttonHeld (unsigned int joyStick, JoyStickButtonCode::ByEnum button) |
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virtual void | buttonPressed (const KeyEvent &evt) |
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virtual void | buttonPressed (MouseButtonCode::ByEnum button) |
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virtual void | buttonPressed (unsigned int joyStick, JoyStickButtonCode::ByEnum button) |
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virtual void | buttonReleased (const KeyEvent &evt) |
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virtual void | buttonReleased (MouseButtonCode::ByEnum button) |
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virtual void | buttonReleased (unsigned int joyStick, JoyStickButtonCode::ByEnum button) |
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virtual void | joyStickUpdated (unsigned int joyStick, float dt) |
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virtual void | keyboardUpdated (float dt) |
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virtual void | mouseMoved (IntVector2 abs, IntVector2 rel, IntVector2 clippingSize) |
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virtual void | mouseScrolled (int abs, int rel) |
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virtual void | mouseUpdated (float dt) |
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Base class for all input handlers like KeyBinder, InputBuffer, etc.
Derive from this class if you wish to receive input events. But keep in mind that this is pointless without first having an InputState.
- Note
- The definitions for the button events with the weird arguments are simply to avoid redundant code in the input devices.