#include <PlayerInputSystem.h>
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| void | Update (float deltaTime) |
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| void | RegisterAction (const std::string &category, const std::string &name, TriggerMode mode=TriggerMode::SinglePress) |
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| void | UnregisterAction (const std::string &category, const std::string &name) |
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| void | AddBinding (const std::string &category, const std::string &name, const InputActionBinding &binding) |
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| void | ClearBindings (const std::string &category, const std::string &name) |
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| void | SetTrigger (const std::string &category, const std::string &name, const InputActionTrigger &trigger) |
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| bool | IsActionActive (const std::string &category, const std::string &name, int32_t playerIndex=-1) const |
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| bool | WasActionJustActivated (const std::string &category, const std::string &name, int32_t playerIndex=-1) const |
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| bool | WasActionJustDeactivated (const std::string &category, const std::string &name, int32_t playerIndex=-1) const |
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| float | GetActionValue (const std::string &category, const std::string &name, int32_t playerIndex=-1) const |
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| int32_t | GetPlayersConnected () const |
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| const std::vector< InputAction > & | GetActions () const |
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| InputAction * | FindAction (const std::string &category, const std::string &name) |
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| const InputAction * | FindAction (const std::string &category, const std::string &name) const |
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| void | SaveProjectActions () |
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| void | LoadProjectActions () |
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| void | SetEnabled (bool enabled) |
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| bool | IsEnabled () const |
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◆ AddBinding()
| void PlayerInputSystem::AddBinding |
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const std::string & |
category, |
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const std::string & |
name, |
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const InputActionBinding & |
binding |
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) |
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◆ ClearBindings()
| void PlayerInputSystem::ClearBindings |
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const std::string & |
category, |
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const std::string & |
name |
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) |
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◆ Create()
| void PlayerInputSystem::Create |
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| ) |
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static |
◆ Destroy()
| void PlayerInputSystem::Destroy |
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| ) |
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static |
◆ FindAction() [1/2]
| InputAction * PlayerInputSystem::FindAction |
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const std::string & |
category, |
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const std::string & |
name |
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) |
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◆ FindAction() [2/2]
| const InputAction * PlayerInputSystem::FindAction |
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const std::string & |
category, |
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const std::string & |
name |
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) |
| const |
◆ Get()
◆ GetActions()
| const std::vector< InputAction > & PlayerInputSystem::GetActions |
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const |
◆ GetActionValue()
| float PlayerInputSystem::GetActionValue |
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const std::string & |
category, |
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const std::string & |
name, |
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int32_t |
playerIndex = -1 |
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) |
| const |
◆ GetPlayersConnected()
| int32_t PlayerInputSystem::GetPlayersConnected |
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const |
◆ IsActionActive()
| bool PlayerInputSystem::IsActionActive |
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const std::string & |
category, |
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const std::string & |
name, |
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int32_t |
playerIndex = -1 |
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) |
| const |
◆ IsEnabled()
| bool PlayerInputSystem::IsEnabled |
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const |
◆ LoadProjectActions()
| void PlayerInputSystem::LoadProjectActions |
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| ) |
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◆ RegisterAction()
◆ SaveProjectActions()
| void PlayerInputSystem::SaveProjectActions |
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| ) |
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◆ SetEnabled()
| void PlayerInputSystem::SetEnabled |
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bool |
enabled | ) |
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◆ SetTrigger()
| void PlayerInputSystem::SetTrigger |
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const std::string & |
category, |
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const std::string & |
name, |
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const InputActionTrigger & |
trigger |
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) |
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◆ UnregisterAction()
| void PlayerInputSystem::UnregisterAction |
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const std::string & |
category, |
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const std::string & |
name |
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) |
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◆ Update()
| void PlayerInputSystem::Update |
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float |
deltaTime | ) |
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◆ WasActionJustActivated()
| bool PlayerInputSystem::WasActionJustActivated |
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const std::string & |
category, |
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const std::string & |
name, |
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int32_t |
playerIndex = -1 |
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) |
| const |
◆ WasActionJustDeactivated()
| bool PlayerInputSystem::WasActionJustDeactivated |
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const std::string & |
category, |
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const std::string & |
name, |
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int32_t |
playerIndex = -1 |
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| const |
The documentation for this class was generated from the following files: