UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes

Unigine::ControlsApp Class

Header: #include <UnigineControls.h>

This class handles input from the current application window.

See Also#

ControlsApp Class

Members


ControlsApp * get( )

Returns an instance of ControlsApp.

Return value

ControlsApp instance.

void setAlwaysRun( int run )

Sets a value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. The default is 0.

Arguments

  • int run - Positive integer to make the player run by default; otherwise, 0.

int getAlwaysRun( )

Returns a value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking.

Return value

1 if the player is running by default; otherwise, 0.

void setEnabled( int enabled )

Enables or disables input handling for current application window.

Arguments

  • int enabled - 1 to enable input handling for current application window, 0 to disable it.

int isEnabled( )

Returns a value indicating if input handling for current application window is enabled.

Return value

1 if input handling for current application window is enabled; otherwise, 0.

void setMouseDX( float mousedx )

Updates a screen position change of the mouse pointer along the X axis.

Arguments

  • float mousedx - Change of the X coordinate.

float getMouseDX( )

Returns a screen position change of the mouse pointer along the X axis during the last frame.

Return value

Change of the X coordinate.

void setMouseDY( float mousedy )

Updates a screen position change of the mouse pointer along the Y axis.

Arguments

  • float mousedy - Change of the Y coordinate.

float getMouseDY( )

Returns a screen position change of the mouse pointer along the Y axis during the last frame.

Return value

Change of the Y coordinate.

void setMouseEnabled( int enabled )

Enables or disables the mouse input.

Arguments

  • int enabled - Positive integer to enable the mouse; otherwise, 0.

int isMouseEnabled( )

Returns a value indicating if the mouse is enabled.

Return value

1 if the mouse is enabled; otherwise, 0.

void setMouseInverse( int inverse )

Sets back-and-forth movements of the mouse (by Y-axis) to be interpreted as inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. This mode is available only to control the camera.

Arguments

  • int inverse - Positive integer to inverse the mouse; otherwise, 0.

int getMouseInverse( )

Returns a value indicating if back-and-forth movements of the mouse (by Y-axis) are inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. This mode is available only to control the camera.

Return value

1 if the mouse is inverted; otherwise, 0.

void setMouseSensitivity( float sensitivity )

Sets mouse sensitivity used to increase or decrease the speed of mouse movement.

Arguments

  • float sensitivity - Mouse sensitivity. Higher values increase the mouse speed; lower values decrease it.

float getMouseSensitivity( )

Returns the current mouse sensitivity used to increase or decrease the speed of mouse movement.

Return value

Mouse sensitivity.

void setState( int state, int value )

Updates the state of a given control (sets the 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
  • int value - State value: positive value to "press" the control; 0 to release it.

int getState( int state )

Returns the state of a given control.

Arguments

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

Return value

State value: positive value means the control is "pressed"; 0 means the control is released.

void setStateButton( int state, int button )

Sets a mouse button that switches a given state on and off.

Arguments

int getStateButton( int state )

Returns a mouse button that switches a given state on and off.

Arguments

Return value

Button that toggles the state (one of APP_BUTTON_* variables).

int isStateButton( int button )

Returns a value indicating if the given button assigned to the state.

Arguments

  • int button - Button that toggles the state (one of APP_BUTTON_* variables).

Return value

1 if the given button is assigned; otherwise, 0.

void getStateEvent( int state )

Lets the user assign a key or a mouse button to a given state.

Arguments

  • int state - State (one of the CONTROLS_STATE_* variables), to which a key or a mouse button is going to be assigned.

int isStateEvent( )

Returns a value indicating if a key or a mouse button is successfully assigned to a state.

Return value

1 if a key or a mouse button is already assigned; otherwise, 0.

void setStateKey( int state, int key )

Sets a key that toggles a given state on and off.

Arguments

  • int state - State (one of CONTROLS_STATE_* variables).
  • int key - Key that switches the state. It is a standard ASCII key code or one of the APP_KEY_* variables.

int getStateKey( int state )

Returns a key that toggles a given state on and off.

Arguments

Return value

Key that switches the state. It is a standard ASCII key code or one of the APP_KEY_* variables:
  1. KEY_ESC = 256
  2. KEY_TAB
  3. KEY_BACKSPACE
  4. KEY_RETURN
  5. KEY_DELETE
  6. KEY_INSERT
  7. KEY_HOME
  8. KEY_END
  9. KEY_PGUP
  10. KEY_PGDOWN
  11. KEY_LEFT
  12. KEY_RIGHT
  13. KEY_UP
  14. KEY_DOWN
  15. KEY_SHIFT
  16. KEY_CTRL
  17. KEY_ALT
  18. KEY_SCROLL
  19. KEY_CAPS
  20. KEY_NUM
  21. KEY_F1
  22. KEY_F2
  23. KEY_F3
  24. KEY_F4
  25. KEY_F5
  26. KEY_F6
  27. KEY_F7
  28. KEY_F8
  29. KEY_F9
  30. KEY_F10
  31. KEY_F11
  32. KEY_F12

int isStateKey( int key )

Checks if a given key already acts as an application control. This is useful to avoid collisions between application controls and hot keys.

Arguments

  • int key - Key in one of the following formats:
    • Character format (for example, 'a')
    • Standard ASCII key code (for example, 97)
    • One of APP_KEY_* variables

Return value

1 if the key is assigned to a state; otherwise, 0.

String getStateName( int state )

Returns the name of the given control state.

Arguments

  • int state - The control state number in range from 0 to the total number of states.

Return value

Name of the given control state.

int clearState( int state )

Returns a control state and clears it to 0 (control is not pressed).

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.
Last update: 2019-02-14