Polyphase Game Engine
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PlayerInputRegistrar.h
Go to the documentation of this file.
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#pragma once
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#include "
Nodes/Node.h
"
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#include "
AssetRef.h
"
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class
InputActionsAsset
;
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class
PlayerInputRegistrar
:
public
Node
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{
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public
:
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DECLARE_NODE
(
PlayerInputRegistrar
,
Node
);
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PlayerInputRegistrar
();
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virtual
void
Start
()
override
;
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virtual
void
GatherProperties
(std::vector<Property>& outProps)
override
;
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virtual
const
char
*
GetTypeName
()
const override
;
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void
SetInputActions
(
InputActionsAsset
* asset);
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InputActionsAsset
*
GetInputActions
()
const
;
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protected
:
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AssetRef
mInputActions
;
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};
AssetRef.h
Node.h
AssetRef
Definition
AssetRef.h:18
InputActionsAsset
Definition
InputActionsAsset.h:7
Node
Definition
Node.h:67
PlayerInputRegistrar
Definition
PlayerInputRegistrar.h:9
PlayerInputRegistrar::SetInputActions
void SetInputActions(InputActionsAsset *asset)
Definition
PlayerInputRegistrar.cpp:63
PlayerInputRegistrar::DECLARE_NODE
DECLARE_NODE(PlayerInputRegistrar, Node)
PlayerInputRegistrar::GatherProperties
virtual void GatherProperties(std::vector< Property > &outProps) override
Definition
PlayerInputRegistrar.cpp:47
PlayerInputRegistrar::PlayerInputRegistrar
PlayerInputRegistrar()
Definition
PlayerInputRegistrar.cpp:9
PlayerInputRegistrar::mInputActions
AssetRef mInputActions
Definition
PlayerInputRegistrar.h:25
PlayerInputRegistrar::Start
virtual void Start() override
Definition
PlayerInputRegistrar.cpp:14
PlayerInputRegistrar::GetTypeName
virtual const char * GetTypeName() const override
Definition
PlayerInputRegistrar.cpp:58
PlayerInputRegistrar::GetInputActions
InputActionsAsset * GetInputActions() const
Definition
PlayerInputRegistrar.cpp:68
Engine
Source
Engine
Nodes
PlayerInputRegistrar.h
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