Processes inputs from keyboard, mouse and gamepad controllers.
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#include <VInputHandler.h>
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| VInputHandler (sf::Window *window) |
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void | SetButtonInput (const sf::String &name, int key=-1, int gamepad=-1, int mouse=-1) |
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void | SetAxisInput (const sf::String &name, int keyA=-1, int keyB=-1, int gamepad=-1) |
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bool | GetButtonInput (const sf::String &name, ButtonInput &input) |
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bool | GetAxisInput (const sf::String &name, AxisInput &input) |
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bool | IsGamepadActive () |
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bool | IsButtonPressed (const sf::String &name, int ControllerIndex=0) |
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bool | IsButtonDown (const sf::String &name, int ControllerIndex=0) |
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bool | IsButtonUp (const sf::String &name, int ControllerIndex=0) |
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bool | IsButtonReleased (const sf::String &name, int ControllerIndex=0) |
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float | CurrentAxisValue (const sf::String &name, int ControllerIndex=0) |
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float | LastAxisValue (const sf::String &name, int ControllerIndex=0) |
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float | ScrollWheelDelta () |
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void | ResetScrollWheel () |
| Resets the scroll wheel delta to 0.
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void | HandleEvents (const sf::Event &event) |
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void | Update (float dt) |
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Processes inputs from keyboard, mouse and gamepad controllers.
◆ VInputHandler()
VInputHandler::VInputHandler |
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sf::Window * |
window | ) |
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- Parameters
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window | The Window object, used for testing if mouse input is out of bounds. |
◆ CurrentAxisValue()
float VInputHandler::CurrentAxisValue |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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Gets the Axis value of the current frame.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- Axis value with range [-100 - 100], 0 if controller is not index.
◆ GetAxisInput()
bool VInputHandler::GetAxisInput |
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const sf::String & |
name, |
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AxisInput & |
input |
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Gets specific Axis input data.
- Parameters
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name | Name of input. |
input | Reference to Axis Input. |
- Returns
- True if reference has been found and set to the input parameter.
◆ GetButtonInput()
bool VInputHandler::GetButtonInput |
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const sf::String & |
name, |
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ButtonInput & |
input |
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) |
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Gets specific Button input data.
- Parameters
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name | Name of input. |
input | Reference to Button Input. |
- Returns
- True if reference has been found and set to the input parameter.
◆ HandleEvents()
void VInputHandler::HandleEvents |
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const sf::Event & |
event | ) |
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- Parameters
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event | The current event that can be processed. |
◆ IsButtonDown()
bool VInputHandler::IsButtonDown |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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) |
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Checks if a button is pushed down.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- True if button is down.
◆ IsButtonPressed()
bool VInputHandler::IsButtonPressed |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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) |
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Checks if a button has applied a press for a single frame.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- True if button has been pressed.
◆ IsButtonReleased()
bool VInputHandler::IsButtonReleased |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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) |
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Checks if a button has applied a release for a single frame.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- True if button has been released.
◆ IsButtonUp()
bool VInputHandler::IsButtonUp |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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) |
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Checks if a button is not pushed down.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- True if button is up.
◆ IsGamepadActive()
bool VInputHandler::IsGamepadActive |
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| ) |
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- Returns
- True if any gamepad input is recieved, returns false if other input is recieved.
◆ LastAxisValue()
float VInputHandler::LastAxisValue |
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const sf::String & |
name, |
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int |
ControllerIndex = 0 |
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) |
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Gets the Axis value of the last frame.
- Parameters
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name | Name of Input. |
ControllerIndex | Player Index for specific controller. (e.g. 0 = Player 1, 1 = Player 2 ect) |
- Returns
- Axis value with range [-100 - 100], 0 if controller is not index.
◆ ScrollWheelDelta()
float VInputHandler::ScrollWheelDelta |
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| ) |
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- Returns
- The scroll wheel delta from the mouse.
◆ SetAxisInput()
void VInputHandler::SetAxisInput |
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const sf::String & |
name, |
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int |
keyA = -1 , |
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int |
keyB = -1 , |
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int |
gamepad = -1 |
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) |
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Sets the input values for a game axis. (i.e. analog sticks)
- Parameters
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name | Name of input type. |
keyA | Key Code for the negative axis input. |
keyB | Key Code for the positive axis input. |
gamepad | Gamepad value for axis Input. |
◆ SetButtonInput()
void VInputHandler::SetButtonInput |
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const sf::String & |
name, |
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int |
key = -1 , |
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int |
gamepad = -1 , |
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int |
mouse = -1 |
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) |
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Set the input values for a game button.
- Parameters
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name | Name of input type. |
key | Key Code for Input. |
gamepad | Gamepad value for Input. |
mouse | Mouse value for Input. |
◆ Update()
void VInputHandler::Update |
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float |
dt | ) |
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Updates the inputs.
- Parameters
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dt | Delta Time between the current and previous frames of the game. |
The documentation for this class was generated from the following file: