| 
    SuperTuxKart
    
   | 
 
specialisation of InputDevice for keyboard type devices More...
#include <keyboard_device.hpp>

Public Member Functions | |
| KeyboardDevice (KeyboardConfig *configuration) | |
| virtual bool | processAndMapInput (Input::InputType type, const int id, InputManager::InputDriverMode mode, PlayerAction *action, int *value=NULL) OVERRIDE | 
| Invoked when this device it used.   | |
  Public Member Functions inherited from InputDevice | |
| virtual bool | processAndMapInput (Input::InputType type, const int id, InputManager::InputDriverMode mode, PlayerAction *action, int *value=NULL)=0 | 
| Invoked when this device it used.   | |
| void | setPlayer (StateManager::ActivePlayer *owner) | 
| Sets which players uses this device; or pass NULL to say no player uses it.  | |
| void | setConfiguration (DeviceConfig *config) | 
| Sets the configuration to be used by this input device.  | |
| DeviceConfig * | getConfiguration () | 
| Returns the configuration for this device.  | |
| DeviceType | getType () const | 
| Returns the type of this device.  | |
| StateManager::ActivePlayer * | getPlayer () | 
| Returns the player using this device.  | |
| const std::string & | getName () const | 
| Returns the name of this device.  | |
| void | setConnected (bool val) | 
| bool | isConnected () const | 
Additional Inherited Members | |
  Protected Attributes inherited from InputDevice | |
| bool | m_connected | 
| For SDL controller it's set false when it's unplugged.  | |
| DeviceType | m_type | 
| Device type (keyboard, gamepad).  | |
| StateManager::ActivePlayer * | m_player | 
| Which player is using this device.  | |
| DeviceConfig * | m_configuration | 
| The configuration for this device.  | |
| std::string | m_name | 
| If device has a name; unused for keyboards since AFAIK we can't tell keyboards apart.  | |
specialisation of InputDevice for keyboard type devices
      
  | 
  virtual | 
Invoked when this device it used.
Verifies if the key/button that was pressed is associated with a binding. If yes, sets action and returns true; otherwise returns false. It can also modify the value used.
| type | Type of input (e.g. IT_STICKMOTION, ...). | |
| id | ID of the key that was pressed or of the axis that was triggered (depending on the value of the 'type' parameter). | |
| mode | Used to determine whether to map menu actions or game actions | |
| [out] | action | The action associated to this input (only check this value if method returned true) | 
| [in,out] | value | The value associated with this type (typically how far a gamepad axis is moved). | 
Implements InputDevice.