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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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

Enums

TYPE#

NameDescription
CONTROLS_APP = 0ControlsApp instance.
CONTROLS_DUMMY = 1ControlsDummy instance.

Members


static ControlsPtr create ( int type ) #

Creates a smart pointer to Controls.

Arguments

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

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 ( ) const#

Returns a screen position change of the mouse pointer along the X axis during the previous 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 ( ) const#

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

Return value

Change of the Y coordinate.

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.

Controls::TYPE getType ( ) const#

Returns the type of input controls.

Return value

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

const char * getTypeName ( ) const#

Returns a type name of input controls.

Return value

Type name.

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: 2023-06-23
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