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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 This version of documentation is OUTDATED, as it describes an older SDK version!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:

  1. In case you need custom input handling (by AI, for example), you can implement your own controls via ControlsDummy.
  2. You can get the current application controls (i.e. the instance of the default engine controls) via engine.getControls(). After that, you control user input using methods of Controls class exactly the same way as via engine.controls functions.

    Such approach, for example, allows to switch between user-controlled input (Controls) and AI-controlled input (ControlsDummy) without having to change the game logic.

    Source code (UnigineScript)
    // Get the instance of default engine controls
    Controls controls = engine.getControls();
    controls.setMouseDX(5);

    Here, the function Controls::setMouseDX() does the same as engine.controls.setMouseDX().

The following set of functions is used to register actions (i.e. controls states) that will be executed on the provided input and bind them to specified input events. The actual meaning of all controls registered with CONTROLS_STATE_* variables (for example, CONTROLS_STATE_JUMP or CONTROLS_STATE_FIRE) is defined manually in script by the programmer who uses them. (See how to map controls states and keys).

Controls Class

Members


static ControlsPtr create(int type)

Creates a smart pointer to Controls

Arguments

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

Ptr<Controls> getControls()

Returns current application controls.

Return value

A smart pointer to controls.

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.

int isOwner()

Returns the owner flag. If the pointer is the owner, on its deletion the Controls also will be deleted. Use grab() and release() functions to change ownership.

Return value

1 if the pointer is the owner; otherwise, 0.

void setState(int state, int value)

Updates the state of a given control (i.e. 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:: 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

Returns the state of the given control.

int getType()

Returns the type of input controls.

Return value

Controls type (one of CONTROLS_* variables):
  1. CONTROLS_APP = 0
  2. CONTROLS_DUMMY
  3. CONTROLS_SIXAXIS
  4. CONTROLS_XPAD360
  5. CONTROLS_JOYSTICK

const char * getTypeName()

Returns a type name of input controls.

Return value

Type name.

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

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

void grab()

Sets the owner flag to 1 for the Controls pointer.

void release()

Sets the owner flag to 0 for the Controls pointer.

int restoreState(const Ptr<Stream> & stream)

Restores controls settings from the stream.
Warning
This function is deprecated and will be removed in the next release.

Arguments

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

Return value

1 if the controls settings are restored successfully; otherwise, 0.

int saveState(const Ptr<Stream> & stream)

Saves controls settings into the stream.
Warning
This function is deprecated and will be removed in the next release.

Arguments

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

Return value

1 if the controls settings are saved successfully; otherwise, 0.

int CONTROLS_APP

Description

A ControlsApp instance.

int CONTROLS_DUMMY

Description

ControlsDummy instance.

int CONTROLS_JOYSTICK

Description

Joystick as the input device.

int CONTROLS_SIXAXIS

Description

Sixaxis controller as the input device.

int CONTROLS_XPAD360

Description

XBox 360 game pad as the input device.

int NUM_STATES

Description

The total number of controls states.

int STATE_AUX_0

Description

Auxiliary state (unreserved) It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_1

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_2

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_3

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_4

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_5

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_6

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_7

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_8

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_9

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_A

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_B

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_C

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_D

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_E

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_AUX_F

Description

Auxiliary state (unreserved). It can be mapped to any control state, if necessary (see the example).

int STATE_BACKWARD

Description

A state in which the player moves backwards.

int STATE_CROUCH

Description

A state in which the player crouches or squats.

int STATE_FIRE

Description

A state in which the player fires their weapon.

int STATE_FORWARD

Description

A state in which the player moves forwards.

int STATE_JUMP

Description

A state in which the player jumps.

int STATE_MOVE_LEFT

Description

A state in which the player moves left.

int STATE_MOVE_RIGHT

Description

A state in which the player moves right.

int STATE_RESTORE

Description

A state in which the world is being restored.

int STATE_RUN

Description

A state in which the player runs.

int STATE_SAVE

Description

A state in which the world is being saved.

int STATE_SCREENSHOT

Description

A state in which a screenshot is being taken.

int STATE_TURN_DOWN

Description

A state in which the player turns downward.

int STATE_TURN_LEFT

Description

A state in which the player turns left.

int STATE_TURN_RIGHT

Description

A state in which the player turns right.

int STATE_TURN_UP

Description

A state, in which the player turns upward.

int STATE_USE

Description

A state in which the player utilizes some object.
Last update: 2018-08-10
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