This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
FAQ
Программирование
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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.

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).

See Also#

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 previous 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 previous 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 )

Toggles the state of the given 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 (pressed or unpressed).

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.

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 (not pressed). This function allows to handle control only once even if it is kept pressed over several frames.

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.
Last update: 14.01.2020
Build: ()