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
 
InputActionFindAction (const std::string &category, const std::string &name)
 
const InputActionFindAction (const std::string &category, const std::string &name) const
 
void SaveProjectActions ()
 
void LoadProjectActions ()
 
void SetEnabled (bool enabled)
 
bool IsEnabled () const
 

Static Public Member Functions

static void Create ()
 
static void Destroy ()
 
static PlayerInputSystemGet ()
 

Member Function Documentation

◆ AddBinding()

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

◆ ClearBindings()

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

◆ 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

◆ GetPlayersConnected()

int32_t PlayerInputSystem::GetPlayersConnected ( ) 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 ( )

◆ SetEnabled()

void PlayerInputSystem::SetEnabled ( bool  enabled)

◆ 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: