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enum | AxisDirection { AD_NEGATIVE
, AD_POSITIVE
, AD_NEUTRAL
} |
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enum | AxisRange { AR_HALF
, AR_FULL
} |
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enum | InputType {
IT_NONE = 0
, IT_KEYBOARD
, IT_STICKMOTION
, IT_STICKBUTTON
,
IT_MOUSEMOTION
, IT_MOUSEBUTTON
} |
|
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| Input (InputType ntype, int deviceID, int btnID=0, int axisDirection=0) |
| Creates an Input instance which represents an arbitrary way of getting game input using a type specifier and 3 integers.
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InputType | m_type |
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int | m_device_id |
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int | m_button_id |
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int | m_axis_direction |
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int | m_axis_range |
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wchar_t | m_character |
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static const int | MAX_VALUE = 32768 |
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static const int | HAT_H_ID = 100 |
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static const int | HAT_V_ID = 101 |
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static const int | IT_LAST = IT_MOUSEBUTTON |
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◆ Input()
Input::Input |
( |
InputType |
ntype, |
|
|
int |
deviceID, |
|
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int |
btnID = 0 , |
|
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int |
axisDirection = 0 |
|
) |
| |
|
inline |
Creates an Input instance which represents an arbitrary way of getting game input using a type specifier and 3 integers.
Meaning of the 3 integers for each InputType: IT_NONE: This means nothing. In certain cases this is regarded as an unset binding. IT_KEYBOARD: id0 is a irrLicht value. IT_STICKMOTION: id0 - stick index, id1 - axis index, id2 - axis direction (negative, positive). You can assume that axis 0 is the X-Axis where the negative direction is to the left and that axis 1 is the Y-Axis with the negative direction being upwards. IT_STICKBUTTON: id0 - stick index, id1 - button index. Button 0 and 1 are usually reached most easily. IT_STICKHAT: This is not yet implemented. IT_MOUSEMOTION: id0 - axis index (0 -> X, 1 -> Y). Mouse wheel is represented as buttons! IT_MOUSEBUTTON: id0 - button number (1 -> left, 2 -> middle, 3 -> right, ...)
Note: For joystick bindings that are actice in the menu the joystick's index should be zero. The binding will react to all joysticks connected to the system.
The documentation for this struct was generated from the following file: