|
| InputManager (InputState *controller) |
|
InputAxis * | new_axis (const std::string &name) |
|
AxisList | axises (const std::string &name) |
|
void | each_axis (EachAxisCallback callback) |
|
void | destroy_axises (const std::string &name) |
|
void | destroy_axis (InputAxis *axis) |
|
std::size_t | axis_count (const std::string &name) const |
|
float | axis_value (const std::string &name) const |
|
int8_t | axis_value_hard (const std::string &name) const |
|
void | update (float dt) |
|
bool | axis_was_pressed (const std::string &name) const |
|
bool | axis_was_released (const std::string &name) const |
|
bool | start_text_input (bool force_onscreen=false) |
|
unicode | stop_text_input () |
|
bool | text_input_active () const |
|
bool | onscreen_keyboard_active () const |
|
| S_DEFINE_PROPERTY (state, &InputManager::controller_) |
|
| S_DEFINE_PROPERTY (onscreen_keyboard, &InputManager::keyboard_) |
|
virtual bool | init () |
|
virtual void | clean_up () |
|
◆ start_text_input()
bool smlt::InputManager::start_text_input |
( |
bool |
force_onscreen = false | ) |
|
Starts reading text input from the user. This will return true if an onscreen keyboard was displayed, and false if it wasn't. An onscreen keyboard will be displayed if no physical keyboard is present
◆ stop_text_input()
unicode smlt::InputManager::stop_text_input |
( |
| ) |
|
Stops gathering user input. If an onscreen keyboard is visible, this will hide it and return the text that was entered.
◆ text_input_active()
bool smlt::InputManager::text_input_active |
( |
| ) |
const |
|
inline |
Returns true if the text input is currently active. While text input is active the signal_text_input_received signal will receive characters that are entered
The documentation for this class was generated from the following files: