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 switching 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 STATE_* variables (for example, STATE_JUMP or STATE_FIRE) is defined manually in script by the programmer who uses them. (See how to map controls states and keys).
See Also#
- The Creating a Car with Suspension Joints usage example demonstrating how to set control keys
Controls Class
Перечисления (Enums)
TYPE#
Имя | Описание |
---|---|
CONTROLS_APP = 0 | ControlsApp instance. |
CONTROLS_DUMMY = 1 | ControlsDummy instance. |
Properties
float MouseDY#
float MouseDX#
string TypeName#
Controls.TYPE Type#
Members
Controls ( int type ) #
Creates a smart pointer to Controls.Arguments
- int type - Type of the controls to be created.
void SetState ( int state, int value ) #
Toggles the state of the given 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 (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.
Return value
1 if the control is pressed; otherwise, 0.int GetStateByName ( string name ) #
Returns the state of a given control (pressed or unpressed) by the control state name.Arguments
- string name - Name of the control state. For full list of available controls see Unigine::Controls:: Enumeration.
Return value
1 if the control is pressed; otherwise, 0.string GetStateName ( int state ) #
Returns the name of a given control state as a string.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.
Return value
Name of the control state.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 - State (one of CONTROLS_STATE_* variables).
Return value
Returns the state of the given control: 1 if the control is pressed; otherwise,0.bool SaveState ( Stream stream ) #
Saves controls settings into the stream.Example using saveState() and restoreState() methods:
// Get the instance of default engine controls and set its state
Controls controls = new engine.Controls();
controls.MouseDX = 5.0f;
// save state
Blob blob_state = new Blob();
controls.SaveState(blob_state);
// change the node state
controls.MouseDX = 1.0f;
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
controls.RestoreState(blob_state);
Arguments
- Stream stream - The stream to save controls data.
Return value
true if the controls settings are saved successfully; otherwise, false.bool RestoreState ( Stream stream ) #
Restores controls settings from the stream.Example using saveState() and restoreState() methods:
// Get the instance of default engine controls and set its state
Controls controls = new engine.Controls();
controls.MouseDX = 5.0f;
// save state
Blob blob_state = new Blob();
controls.SaveState(blob_state);
// change the node state
controls.MouseDX = 1.0f;
// restore state
blob_state.SeekSet(0); // returning the carriage to the start of the blob
controls.RestoreState(blob_state);
Arguments
- Stream stream - The stream to save controls data.