Unigine::Controls Class
Controls Class
Members
Controls (int type)
Arguments
- int type
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 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.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.Ptr<Controls> getControls ()
Return value
const char * 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):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.
int restoreState (const Ptr<Stream> & stream)
Arguments
- const Ptr<Stream> & stream
Return value
int saveState (const Ptr<Stream> & stream)
Arguments
- const Ptr<Stream> & stream
Return value
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.
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.
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 CONTROLS_APP
Description
A ControlsApp instance.int CONTROLS_DUMMY
Description
ControlsDummy instance.int CONTROLS_SIXAXIS
Description
Sixaxis controller as the input device.int CONTROLS_XPAD360
Description
XBox 360 game pad as the input device.int CONTROLS_JOYSTICK
Description
Joystick as the input device.int STATE_FORWARD
Description
A state in which the player moves forwards.int STATE_BACKWARD
Description
A state in which the player moves backwards.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_TURN_UP
Description
A state, in which the player turns upward.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_CROUCH
Description
A state in which the player crouches or squats.int STATE_JUMP
Description
A state in which the player jumps.int STATE_RUN
Description
A state in which the player runs.int STATE_USE
Description
A state in which the player utilizes some object.int STATE_FIRE
Description
A state in which the player fires their weapon.int STATE_SAVE
Description
A state in which the world is being saved.int STATE_RESTORE
Description
A state in which the world is being restored.int STATE_SCREENSHOT
Description
A state in which a screenshot is being taken.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 NUM_STATES
Description
The total number of controls states.Last update: 03.07.2017
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