This page has been translated automatically.
Getting Started
Migrating to UNIGINE 2.0
C++ API Migration
UnigineScript
The Language
Core Library
Engine Library
Node-Related Classes
GUI-Related Classes
Plugins Library
High-Level Systems
Samples
Usage Examples
C++ API
API Reference
Integration Samples
Usage Examples
C++ Plugins
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Controls Class

This base 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:

  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


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

Return value

1 if the player is in this state, and this function was not called previously in the current frame; otherwise, 0.

float getMouseDX ()

Returns a screen position change of the mouse pointer along the X-axis during the last frame (i.e. the delta of mouse movement).

Return value

Change of the X-coordinate.

float getMouseDY ()

Returns a screen position change of the mouse pointer along the Y-axis during the last frame (i.e. the delta of mouse movement).

Return value

Change of the Y-coordinate.

int getState (int state)

Checks the state of the given control (pressed or unpressed).

Arguments

Return value

1 if the control is pressed; otherwise, 0.

string getTypeName ()

Returns a type name of input controls.

Return value

Type name.

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

void setMouseDX (float delta)

Sets a screen position change of the mouse pointer along the X-axis since the last frame (i.e. updates the delta of mouse movement).

Arguments

  • float delta - Change of the X-coordinate.

void setMouseDY (float delta)

Sets a screen position change of the mouse pointer along the Y-axis since the last frame (i.e. updates the delta of mouse movement).

Arguments

  • float delta - Change of the Y-coordinate.

void setState (int state, int mode)

Toggles the state of the given control on or off.

Arguments

  • int state - State (one of CONTROLS_STATE_* variables).
  • int mode - Positive value to "press" the corresponding control; 0 to release it.

int CONTROLS_APP

Description

A ControlsApp instance.

int CONTROLS_DUMMY

Description

ControlsDummy instance.

int CONTROLS_JOYSTICK

Description

Joystick as the input device.

int CONTROLS_NUM_STATES

Description

The total number of controls states.

int CONTROLS_SIXAXIS

Description

Sixaxis controller as the input device.

int CONTROLS_STATE_AUX_0

Description

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

int CONTROLS_STATE_AUX_1

Description

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

int CONTROLS_STATE_AUX_2

Description

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

int CONTROLS_STATE_AUX_3

Description

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

int CONTROLS_STATE_AUX_4

Description

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

int CONTROLS_STATE_AUX_5

Description

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

int CONTROLS_STATE_AUX_6

Description

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

int CONTROLS_STATE_AUX_7

Description

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

int CONTROLS_STATE_AUX_8

Description

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

int CONTROLS_STATE_AUX_9

Description

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

int CONTROLS_STATE_AUX_A

Description

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

int CONTROLS_STATE_AUX_B

Description

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

int CONTROLS_STATE_AUX_C

Description

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

int CONTROLS_STATE_AUX_D

Description

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

int CONTROLS_STATE_AUX_E

Description

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

int CONTROLS_STATE_AUX_F

Description

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

int CONTROLS_STATE_BACKWARD

Description

A state in which the player moves backwards.

int CONTROLS_STATE_CROUCH

Description

A state in which the player crouches or squats.

int CONTROLS_STATE_FIRE

Description

A state in which the player fires their weapon.

int CONTROLS_STATE_FORWARD

Description

A state in which the player moves forwards.

int CONTROLS_STATE_JUMP

Description

A state in which the player jumps.

int CONTROLS_STATE_MOVE_LEFT

Description

A state in which the player moves left.

int CONTROLS_STATE_MOVE_RIGHT

Description

A state in which the player moves right.

CONTROLS_STATE_RESTORE

Description

A state in which the world is being restored.

int CONTROLS_STATE_RUN

Description

A state in which the player runs.

int CONTROLS_STATE_SAVE

Description

A state in which the world is being saved.

int CONTROLS_STATE_SCREENSHOT

Description

A state in which a screenshot is being taken.

int CONTROLS_STATE_TURN_DOWN

Description

A state in which the player turns downward.

int CONTROLS_STATE_TURN_LEFT

Description

A state in which the player turns left.

int CONTROLS_STATE_TURN_RIGHT

Description

A state in which the player turns right.

int CONTROLS_STATE_TURN_UP

Description

A state, in which the player turns upward.

int CONTROLS_STATE_USE

Description

A state in which the player utilizes some object.

int CONTROLS_XPAD360

Description

XBox 360 game pad as the input device.
Last update: 03.07.2017
Build: ()