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Unigine::Controls Class

Header: #include <UnigineControls.h>

Handles input from the user (keyboard, mouse, joystick or gamepad). It can be used instead of the default engine.controls in one of the two possible ways:

See Also#

Controls Class

枚举

TYPE#

Name说明/描 述
CONTROLS_APP = 0ControlsApp instance.
CONTROLS_DUMMY = 1ControlsDummy instance.

Members

void setMouseDY ( ) #

Sets a new screen position change of the mouse pointer along the y axis during the previous frame.

Arguments

  • dy - The screen position change of the mouse pointer along the y axis during the previous frame.

getMouseDY() const#

Returns the current screen position change of the mouse pointer along the y axis during the previous frame.

Return value

Current screen position change of the mouse pointer along the y axis during the previous frame.

void setMouseDX ( ) #

Sets a new screen position change of the mouse pointer along the x axis during the previous frame.

Arguments

  • dx - The screen position change of the mouse pointer along the x axis during the previous frame.

getMouseDX() const#

Returns the current screen position change of the mouse pointer along the x axis during the previous frame.

Return value

Current screen position change of the mouse pointer along the x axis during the previous frame.

getTypeName() const#

Returns the current type name of input controls.

Return value

Current type name of input controls.

getType() const#

Returns the current type of input controls.

Return value

Current Controls type (one of CONTROLS_* variables):
  1. CONTROLS_APP = 0
  2. CONTROLS_DUMMY

static ControlsPtr create ( int type ) #

Creates a smart pointer to Controls.

Arguments

  • int type - Type of the controls to be created.

void setState ( int state, int value ) #

Toggles the state of the given control on or off.

Arguments

  • int state - Control state number to update. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.
  • int value - State value: positive value to "press" the control; 0 to release it.

int getState ( int state ) const#

Returns the state of a given control (pressed or unpressed).

Arguments

  • int state - Control state number. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.

Return value

1 if the control is pressed; otherwise, 0.

int getStateByName ( const char * name ) const#

Returns the state of a given control (pressed or unpressed) by the control state name.

Arguments

  • const char * name - Name of the control state. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.

Return value

1 if the control is pressed; otherwise, 0.

const char * getStateName ( int state ) const#

Returns the name of a given control state as a string.

Arguments

  • int state - Control state number. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.

Return value

Name of the control state.

int clearState ( int state ) #

Returns a control state and clears it to 0 (not pressed). This function allows to handle control only once even if it is kept pressed over several frames.

Arguments

  • int state - Control state number. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.

Return value

Returns the state of the given control: 1 if the control is pressed; otherwise,0.

bool saveState ( const Ptr<Stream> & stream ) const#

Saves controls settings into the stream.

Example using saveState() and restoreState() methods:

Source code (C++)
// Get the instance of default engine controls and set its state
controls = Engine::getControls();
controls->setMouseDX(5.0f);

// save state
BlobPtr blob_state = Blob::create();
controls->saveState(blob_state);

// change state
controls->setMouseDX(1.0f);

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
controls->restoreState(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true if the controls settings are saved successfully; otherwise, false.

bool restoreState ( const Ptr<Stream> & stream ) #

Restores controls settings from the stream.

Example using saveState() and restoreState() methods:

Source code (C++)
// Get the instance of default engine controls and set its state
controls = Engine::getControls();
controls->setMouseDX(5.0f);

// save state
BlobPtr blob_state = Blob::create();
controls->saveState(blob_state);

// change state
controls->setMouseDX(1.0f);

// restore state
blob_state->seekSet(0);				// returning the carriage to the start of the blob
controls->restoreState(blob_state);

Arguments

  • const Ptr<Stream> & stream - Stream smart pointer.

Return value

true if the controls settings are restored successfully; otherwise, false.
Last update: 2024-04-19
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