Polyphase Game Engine
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PlayerInputSystem Class Reference

#include <PlayerInputSystem.h>

Public Member Functions

void Update (float deltaTime)
 
void RegisterAction (const std::string &category, const std::string &name, TriggerMode mode=TriggerMode::SinglePress)
 
void UnregisterAction (const std::string &category, const std::string &name)
 
void AddBinding (const std::string &category, const std::string &name, const InputActionBinding &binding)
 
void ClearBindings (const std::string &category, const std::string &name)
 
void SetTrigger (const std::string &category, const std::string &name, const InputActionTrigger &trigger)
 
bool IsActionActive (const std::string &category, const std::string &name, int32_t playerIndex=-1) const
 
bool WasActionJustActivated (const std::string &category, const std::string &name, int32_t playerIndex=-1) const
 
bool WasActionJustDeactivated (const std::string &category, const std::string &name, int32_t playerIndex=-1) const
 
float GetActionValue (const std::string &category, const std::string &name, int32_t playerIndex=-1) const
 
int32_t GetPlayersConnected () const
 
const std::vector< InputAction > & GetActions () const
 
InputAction * FindAction (const std::string &category, const std::string &name)
 
const InputAction * FindAction (const std::string &category, const std::string &name) const
 
void SaveProjectActions ()
 
void LoadProjectActions ()
 
void SetActions (const std::vector< InputAction > &actions)
 
void SetEnabled (bool enabled)
 
bool IsEnabled () const
 
const InputDeviceDescriptor & GetLastActiveDevice () const
 
uint32_t GetDeviceChangeFrame () const
 
void SetForcedDevice (const InputDeviceDescriptor &device)
 
void ClearForcedDevice ()
 
bool HasForcedDevice () const
 
void SetActionEvaluationEnabled (bool enabled)
 
bool AreInputActionsActive () const
 

Static Public Member Functions

static void Create ()
 
static void Destroy ()
 
static PlayerInputSystem * Get ()
 

Member Function Documentation

◆ AddBinding()

void PlayerInputSystem::AddBinding ( const std::string &  category,
const std::string &  name,
const InputActionBinding &  binding 
)

◆ AreInputActionsActive()

bool PlayerInputSystem::AreInputActionsActive ( ) const

◆ ClearBindings()

void PlayerInputSystem::ClearBindings ( const std::string &  category,
const std::string &  name 
)

◆ ClearForcedDevice()

void PlayerInputSystem::ClearForcedDevice ( )

◆ Create()

void PlayerInputSystem::Create ( )
static

◆ Destroy()

void PlayerInputSystem::Destroy ( )
static

◆ FindAction() [1/2]

InputAction * PlayerInputSystem::FindAction ( const std::string &  category,
const std::string &  name 
)

◆ FindAction() [2/2]

const InputAction * PlayerInputSystem::FindAction ( const std::string &  category,
const std::string &  name 
) const

◆ Get()

PlayerInputSystem * PlayerInputSystem::Get ( )
static

◆ GetActions()

const std::vector< InputAction > & PlayerInputSystem::GetActions ( ) const

◆ GetActionValue()

float PlayerInputSystem::GetActionValue ( const std::string &  category,
const std::string &  name,
int32_t  playerIndex = -1 
) const

◆ GetDeviceChangeFrame()

uint32_t PlayerInputSystem::GetDeviceChangeFrame ( ) const

◆ GetLastActiveDevice()

const InputDeviceDescriptor & PlayerInputSystem::GetLastActiveDevice ( ) const

◆ GetPlayersConnected()

int32_t PlayerInputSystem::GetPlayersConnected ( ) const

◆ HasForcedDevice()

bool PlayerInputSystem::HasForcedDevice ( ) const

◆ IsActionActive()

bool PlayerInputSystem::IsActionActive ( const std::string &  category,
const std::string &  name,
int32_t  playerIndex = -1 
) const

◆ IsEnabled()

bool PlayerInputSystem::IsEnabled ( ) const

◆ LoadProjectActions()

void PlayerInputSystem::LoadProjectActions ( )

◆ RegisterAction()

void PlayerInputSystem::RegisterAction ( const std::string &  category,
const std::string &  name,
TriggerMode  mode = TriggerMode::SinglePress 
)

◆ SaveProjectActions()

void PlayerInputSystem::SaveProjectActions ( )

◆ SetActionEvaluationEnabled()

void PlayerInputSystem::SetActionEvaluationEnabled ( bool  enabled)

◆ SetActions()

void PlayerInputSystem::SetActions ( const std::vector< InputAction > &  actions)

◆ SetEnabled()

void PlayerInputSystem::SetEnabled ( bool  enabled)

◆ SetForcedDevice()

void PlayerInputSystem::SetForcedDevice ( const InputDeviceDescriptor &  device)

◆ SetTrigger()

void PlayerInputSystem::SetTrigger ( const std::string &  category,
const std::string &  name,
const InputActionTrigger &  trigger 
)

◆ UnregisterAction()

void PlayerInputSystem::UnregisterAction ( const std::string &  category,
const std::string &  name 
)

◆ Update()

void PlayerInputSystem::Update ( float  deltaTime)

◆ WasActionJustActivated()

bool PlayerInputSystem::WasActionJustActivated ( const std::string &  category,
const std::string &  name,
int32_t  playerIndex = -1 
) const

◆ WasActionJustDeactivated()

bool PlayerInputSystem::WasActionJustDeactivated ( const std::string &  category,
const std::string &  name,
int32_t  playerIndex = -1 
) const

The documentation for this class was generated from the following files: