Unigine::ControlsApp Class
Header: | #include <UnigineControls.h> |
This class handles input from the current application window.
See Also#
- The Basic Object Movements usage example demonstrating how to set control keys
ControlsApp Class
Members
void setMouseDY ( float dy ) #
Sets a new screen position change of the mouse pointer along the y axis during the previous frame.
Arguments
- float dy - The screen position change of the mouse pointer along the y axis during the previous frame.
float 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 ( float dx ) #
Sets a new screen position change of the mouse pointer along the x axis during the previous frame.
Arguments
- float dx - The screen position change of the mouse pointer along the x axis during the previous frame.
float 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.void setMouseSensitivity ( float sensitivity ) #
Sets a new mouse sensitivity used to increase or decrease the speed of mouse movement.
Arguments
- float sensitivity - The mouse sensitivity used to increase or decrease the speed of mouse movement.
float getMouseSensitivity() const#
Returns the current mouse sensitivity used to increase or decrease the speed of mouse movement.
Return value
Current mouse sensitivity used to increase or decrease the speed of mouse movement.void setMouseInverse ( bool inverse ) #
Sets a new 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.
Arguments
- bool inverse - Set true to enable the inverted state of the mouse; false - to disable it.
bool isMouseInverse() const#
Returns the current 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
true if the inverted state of the mouse is enabled; otherwise false.void setMouseRawInput ( bool input ) #
Sets a new value indicating which type of mouse data is used to control the camera — raw (Input::getMouseDeltaRaw()) or processed by the OS (Input::getMouseDeltaPosition()).
Arguments
- bool input - Set true to enable mode using raw mouse data to control the camera; false - to disable it.
bool isMouseRawInput() const#
Returns the current value indicating which type of mouse data is used to control the camera — raw (Input::getMouseDeltaRaw()) or processed by the OS (Input::getMouseDeltaPosition()).
Return value
true if mode using raw mouse data to control the camera is enabled; otherwise false.void setMouseEnabled ( bool enabled ) #
Sets a new value indicating if the mouse is enabled.
Arguments
- bool enabled - Set true to enable the mouse; false - to disable it.
bool isMouseEnabled() const#
Returns the current value indicating if the mouse is enabled.
Return value
true if the mouse is enabled; otherwise false.void setAlwaysRun ( int run = 0 ) #
Sets a new value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. A positive integer enables this mode, 0 disables it.The default value is 0.
Arguments
- int run - The positive integer to make the player run by default; otherwise, 0.
int getAlwaysRun() const#
Returns the current value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. A positive integer enables this mode, 0 disables it.
Return value
Current positive integer to make the player run by default; otherwise, 0.void setEnabled ( bool enabled ) #
Sets a new value indicating if input handling for current application window is enabled.
Arguments
- bool enabled - Set true to enable input handling for current application window; false - to disable it.
bool isEnabled() const#
Returns the current value indicating if input handling for current application window is enabled.
Return value
true if input handling for current application window is enabled; otherwise false.void setMouseHandle ( Input::MOUSE_HANDLE handle ) #
Sets a new mouse behavior mode.
Arguments
- Input::MOUSE_HANDLE handle - The mouse behavior mode, one of the MOUSE_HANDLE_* values.
Input::MOUSE_HANDLE getMouseHandle() const#
Returns the current mouse behavior mode.
Return value
Current mouse behavior mode, one of the MOUSE_HANDLE_* values.void setAutosave ( bool autosave ) #
Sets a new value indicating if current controls configuration settings are automatically saved to the corresponding controls config file (configs/default.controls by default) on loading, closing, and saving the world, as well as on the Engine shutdown.
Arguments
- bool autosave - Set true to enable automatic saving of current controls configuration settings; false - to disable it.
bool isAutosave() const#
Returns the current value indicating if current controls configuration settings are automatically saved to the corresponding controls config file (configs/default.controls by default) on loading, closing, and saving the world, as well as on the Engine shutdown.
Return value
true if automatic saving of current controls configuration settings is enabled; otherwise false.void setPath ( const char * path ) #
Sets a new path to the controls configuration file (default: configs/default.controls). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set.
Arguments
- const char * path - The path to the controls configuration file.
const char * getPath() const#
Returns the current path to the controls configuration file (default: configs/default.controls). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set.
Return value
Current path to the controls configuration file.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. 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 ) #
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:: Enumeration at the end of the article.
Return value
State value: positive value means the control is "pressed"; 0 means the control is released.void setStateMouseButton ( int state, Input::MOUSE_BUTTON button ) #
Sets a mouse button that switches a given state on and off. This parameter is stored in the following configuration file: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.
- Input::MOUSE_BUTTON button - Button that toggles the state, one of the preset MOUSE_BUTTON_ codes.
Input::MOUSE_BUTTON getStateMouseButton ( int state ) #
Returns a mouse button that switches a given state on and off. This parameter is stored in the following configuration file: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
Button that toggles the state, one of the preset MOUSE_BUTTON_ codes.int isStateMouseButton ( Input::MOUSE_BUTTON button ) #
Returns a value indicating if the given button assigned to the state.Arguments
- Input::MOUSE_BUTTON button - Button that toggles the state, one of the preset MOUSE_BUTTON_ codes.
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 - 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.
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, Input::KEY key ) #
Sets a key that toggles a given state on and off. This parameter is stored in the following configuration file: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.
- Input::KEY key - Key that switches the state, one of the preset KEY_ codes.
Input::KEY getStateKey ( int state ) #
Returns a key that toggles a given state on and off. This parameter is stored in the following configuration file: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
Key that switches the state, one of the preset KEY_ codes.int isStateKey ( Input::KEY 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
- Input::KEY key - Key that switches the state, one of the preset KEY_ codes.
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 - 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 given control state.String getStateInfo ( int state ) const#
Returns the information about the given control state.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
String containing information about 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.void setRemoveGrabKey ( Input::KEY key ) #
Sets a new key to be used to switch off the grab mode of the mouse pointer (mouse pointer is bound to the application window). See this example for more information on mouse pointer modes and customization.Arguments
- Input::KEY key - Key to be used to switch off the grab mode of the mouse pointer, one of the preset KEY_ codes.
Input::KEY getRemoveGrabKey ( ) const#
Returns the key currently used to switch off the grab mode of the mouse pointer (mouse pointer is bound to the application window). See this example for more information on mouse pointer modes and customization.Return value
Key used to switch off the grab mode of the mouse pointer, one of the preset KEY_ codes.int load ( ) #
Console: controls_config_load
Loads controls configuration settings from a controls configuration file (configs/default.controls by default). To change the path to the controls configuration file use the setPath() method.Return value
1 if controls configuration settings are successfully loaded from a file; otherwise, 0.int save ( ) const#
Console: controls_config_save
Saves controls configuration settings to a controls configuration file (configs/default.controls by default). To change the path to the controls configuration file use the setPath() method.Return value
1 if controls configuration settings are successfully saved to a file; otherwise, 0.Last update:
2024-10-09
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