RigsofRods
Soft-body Physics Simulation
InputEngineClass.h
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2 namespace Script2Game {
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17 {
18 public:
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26  void setEventSimulatedValue(inputEvents ev, float val);
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36  string getEventCommand(inputEvents ev);
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57  bool getEventBoolValueBounce(inputEvents ev, float time=0.2);
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62  bool isKeyDownEffective(keyCodes keycode);
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67  bool isKeyDownValueBounce(keyCodes keycode, float time = 0.2f);
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74  bool isKeyDown(keyCodes keycode);
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78 };
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83 } //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)