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Polyphase Game Engine
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#include <InputTypes.h>
Public Attributes | |
| bool | mKeys [INPUT_MAX_KEYS] = { } |
| bool | mMouseButtons [MOUSE_BUTTON_COUNT] = { } |
| bool | mTouches [INPUT_MAX_TOUCHES] = { } |
| GamepadState | mGamepads [INPUT_MAX_GAMEPADS] |
| bool | mPrevKeys [INPUT_MAX_KEYS] = { } |
| bool | mPrevMouseButtons [MOUSE_BUTTON_COUNT] = { } |
| bool | mPrevTouches [INPUT_MAX_TOUCHES] = { } |
| GamepadState | mPrevGamepads [INPUT_MAX_GAMEPADS] |
| bool | mRepeatKeys [INPUT_MAX_KEYS] = { } |
| int32_t | mScrollWheelDelta = 0 |
| int32_t | mMouseDeltaX = 0 |
| int32_t | mMouseDeltaY = 0 |
| int32_t | mPointerX [INPUT_MAX_TOUCHES] = { 0 } |
| int32_t | mPointerY [INPUT_MAX_TOUCHES] = { 0 } |
| int32_t | mNumControllers = 0 |
| std::vector< int32_t > | mJustDownKeys |
| bool | mCursorLocked = false |
| bool | mCursorTrapped = false |
| bool | mCursorShown = true |
| bool InputState::mCursorLocked = false |
| bool InputState::mCursorShown = true |
| bool InputState::mCursorTrapped = false |
| GamepadState InputState::mGamepads[INPUT_MAX_GAMEPADS] |
| std::vector<int32_t> InputState::mJustDownKeys |
| bool InputState::mKeys[INPUT_MAX_KEYS] = { } |
| bool InputState::mMouseButtons[MOUSE_BUTTON_COUNT] = { } |
| int32_t InputState::mMouseDeltaX = 0 |
| int32_t InputState::mMouseDeltaY = 0 |
| int32_t InputState::mNumControllers = 0 |
| int32_t InputState::mPointerX[INPUT_MAX_TOUCHES] = { 0 } |
| int32_t InputState::mPointerY[INPUT_MAX_TOUCHES] = { 0 } |
| GamepadState InputState::mPrevGamepads[INPUT_MAX_GAMEPADS] |
| bool InputState::mPrevKeys[INPUT_MAX_KEYS] = { } |
| bool InputState::mPrevMouseButtons[MOUSE_BUTTON_COUNT] = { } |
| bool InputState::mPrevTouches[INPUT_MAX_TOUCHES] = { } |
| bool InputState::mRepeatKeys[INPUT_MAX_KEYS] = { } |
| int32_t InputState::mScrollWheelDelta = 0 |
| bool InputState::mTouches[INPUT_MAX_TOUCHES] = { } |