5 | | What is it anyway? Any InputState can be associated with a certain state or mode in the game. This can be as simple as the in-game console or as complicated as a whole level. It doesn't actually matter, it's up to the programmer to decide. From this article's point of view, the important question is "What next?". Whenever input reaches an InputState, it is automatically sent to all registered [wiki:KeyHandler KeyHandlers]. There is no active/inactive, only registered or not. [[br]] |
6 | | In most cases, there is only one KeyHandler registered in an InputState. For instance, the console only needs an OutputBuffer to accumulate text. For this reason InputState is only an abstract class. There are two derivates: SimpleInputStates and ExtendedInputStates, both explained below. |
| 5 | What is it anyway? Any InputState can be associated with a certain state or mode in the game. This can be as simple as the in-game console or as complicated as a whole level. It doesn't actually matter, it's up to the programmer to decide. From this article's point of view, the important question is "What next?". Whenever input reaches an InputState, it is automatically sent to all registered [wiki:InputHandler InputHandlers]. There is no active/inactive, only registered or not. [[br]] |
| 6 | In most cases, there is only one InputHandler registered in an InputState. For instance, the console only needs an OutputBuffer to accumulate text. For this reason InputState is only an abstract class. There are two derivates: SimpleInputStates and ExtendedInputStates, both explained below. |