Changeset 6280
- Timestamp:
- Dec 9, 2009, 11:06:48 AM (15 years ago)
- File:
-
- 1 edited
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code/branches/presentation2/src/libraries/core/input/KeyBinderManager.h
r6278 r6280 48 48 maps to the currently active KeyBinder. You can set that with setCurrent(). 49 49 There is also a default one, retrieved with getDefault(). The idea is that 50 mostly the default KeyBinder is active except for special situ tations (mini-game for inst).50 mostly the default KeyBinder is active except for special situations (mini-game for inst). 51 51 @remarks 52 52 You are not forced to use the KeyBinder imposed by getCurrent(). But be aware that "keybind" … … 62 62 void setConfigValues(); 63 63 64 static KeyBinderManager& getInstance() //tolua_export 65 { return Singleton<KeyBinderManager>::getInstance(); } 64 static KeyBinderManager& getInstance() { return Singleton<KeyBinderManager>::getInstance(); } //tolua_export 66 65 //! Returns the currently selected KeyBinder 67 KeyBinder* getCurrent() //tolua_export 68 { return this->currentBinder_; } 66 KeyBinder* getCurrent() { return this->currentBinder_; } //tolua_export 69 67 //! Like getCurrent(), but returns it as InputHandler* (so you don't have to include KeyBinder.h) 70 68 InputHandler* getCurrentAsHandler(); … … 97 95 98 96 //! Bind 'command' to any key pressed after this call (use with care!) 99 inline void keybind(const std::string& command) //tolua_export 100 { this->keybindInternal(command, false); } 97 inline void keybind(const std::string& command) { this->keybindInternal(command, false); } //tolua_export 101 98 //! Bind 'command' to any key pressed after this call (use with care!), but temporarily (no file save) 102 99 inline void tkeybind(const std::string& command)
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