SuperTuxKart
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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
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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.