Polyphase Game Engine
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InputPath.h
Go to the documentation of this file.
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#pragma once
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#include "
PlayerInputSystem.h
"
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#include "
InputTypes.h
"
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#include <string>
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// Canonical lookup-key synthesis for InputPromptMap.
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//
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// Keyboard + POLYPHASE_KEY_F -> "Keyboard/F"
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// MouseButton + MOUSE_LEFT -> "Mouse/Left"
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// GamepadButton + GAMEPAD_A -> "Gamepad.Button/A"
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// GamepadAxis + GAMEPAD_AXIS_LTRIGGER +ve -> "Gamepad.Axis/LTrigger+"
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// Pointer + (any) -> "Pointer/0"
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//
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// The path is stable across platforms (uses InputMap's display names) so a
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// single InputPromptMap entry of "Keyboard/F" matches every host that resolves
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// POLYPHASE_KEY_F.
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std::string
MakeInputPath
(
const
InputActionBinding
& binding);
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// Inverse helper used by the editor capture modal — builds a binding from the
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// last-pressed key/button/axis. The caller already knows the (sourceType, code,
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// axisDirection); this just wraps the construction for readability.
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InputActionBinding
MakeBinding
(
InputSourceType
type, int32_t code,
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AxisDirection
axisDir =
AxisDirection::Positive
,
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int32_t gamepadIndex = 0);
MakeInputPath
std::string MakeInputPath(const InputActionBinding &binding)
Definition
InputPath.cpp:17
MakeBinding
InputActionBinding MakeBinding(InputSourceType type, int32_t code, AxisDirection axisDir=AxisDirection::Positive, int32_t gamepadIndex=0)
Definition
InputPath.cpp:51
InputTypes.h
PlayerInputSystem.h
AxisDirection
AxisDirection
Definition
PlayerInputSystem.h:36
AxisDirection::Positive
@ Positive
InputSourceType
InputSourceType
Definition
PlayerInputSystem.h:11
InputActionBinding
Definition
PlayerInputSystem.h:51
Engine
Source
Input
InputPath.h
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