RigsofRods
Soft-body Physics Simulation
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angelscript
Script2Game
InputEngineClass.h
Go to the documentation of this file.
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namespace
Script2Game
{
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class
InputEngineClass
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{
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public
:
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void
setEventSimulatedValue
(
inputEvents
ev,
float
val);
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string
getEventCommand
(
inputEvents
ev);
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string
getEventCommandTrimmed
(
inputEvents
ev);
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bool
getEventBoolValue
(
inputEvents
ev);
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bool
getEventBoolValueBounce
(
inputEvents
ev,
float
time=0.2);
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bool
isKeyDownEffective
(keyCodes keycode);
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bool
isKeyDownValueBounce
(keyCodes keycode,
float
time = 0.2f);
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bool
isKeyDown
(keyCodes keycode);
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};
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}
//namespace Script2Game
Script2Game::InputEngineClass::getEventCommand
string getEventCommand(inputEvents ev)
Script2Game
Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation.
Definition:
BeamClass.h:2
Script2Game::InputEngineClass::isKeyDownValueBounce
bool isKeyDownValueBounce(keyCodes keycode, float time=0.2f)
Get the safe "was key pressed?" value, optionally specifying the repeat ('bounce') interval.
Script2Game::InputEngineClass::isKeyDownEffective
bool isKeyDownEffective(keyCodes keycode)
Tells if the game recognizes the key as pressed (not blocked by game state or obscured by GUI).
Script2Game::InputEngineClass::setEventSimulatedValue
void setEventSimulatedValue(inputEvents ev, float val)
Set a permanent (you must also clear it!) override for an input event; Value can be between -1 and 1;...
Script2Game::InputEngineClass::isKeyDown
bool isKeyDown(keyCodes keycode)
Script2Game::inputEvents
inputEvents
Definition:
globals.h:116
Script2Game::InputEngineClass::getEventBoolValue
bool getEventBoolValue(inputEvents ev)
Script2Game::InputEngineClass
Binding of RoR::InputEngine; Manages input devices, their configuration (input.map ....
Definition:
InputEngineClass.h:16
Script2Game::InputEngineClass::getEventCommandTrimmed
string getEventCommandTrimmed(inputEvents ev)
Script2Game::InputEngineClass::getEventBoolValueBounce
bool getEventBoolValueBounce(inputEvents ev, float time=0.2)
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