Unigine.Controls Class
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:
- In case you need custom input handling (by AI, for example), you can implement your own controls via ControlsDummy.
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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.
// 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 Controls(int type)
Creates a smart pointer to ControlsArguments
- int type - Type of the controls to be created.
Controls getControls()
Returns current application controls.Return value
Controls instance.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 - State (one of CONTROLS_STATE_* variables).
- int value - Positive value to "press" the corresponding control; 0 to release it.
int getState(int state)
Returns the state of a given control.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
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):string 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 - State (one of CONTROLS_STATE_* variables).
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(Stream stream)
Restores controls settings from the stream.Arguments
- Stream stream - The stream to save controls data.
Return value
1 if the controls settings are restored successfully; otherwise, 0.int saveState(Stream stream)
Saves controls settings into the stream.Arguments
- Stream stream - The stream to save controls data.