Unravel Engine C++ Reference
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action_map.hpp
Go to the documentation of this file.
1
#pragma once
2
3
#include "
action_id.hpp
"
4
#include "
device.hpp
"
5
#include "
gamepad_action_map.hpp
"
6
#include "
keyboard_action_map.hpp
"
7
#include "
mouse_action_map.hpp
"
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#include "
to_string.hpp
"
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10
namespace
input
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{
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class
action_map
13
{
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public
:
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keyboard_action_map
keyboard_map
;
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gamepad_action_map
gamepad_map
;
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mouse_action_map
mouse_map
;
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19
auto
get_analog_value
(
const
action_id_t
& action,
const
input_device
& device)
const
-> float;
20
auto
get_digital_value
(
const
action_id_t
& action,
const
input_device
& device)
const
-> bool;
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auto
is_pressed
(
const
action_id_t
& action,
const
input_device
& device)
const
-> bool;
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auto
is_released
(
const
action_id_t
& action,
const
input_device
& device)
const
-> bool;
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auto
is_down
(
const
action_id_t
& action,
const
input_device
& device)
const
-> bool;
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void
map
(
const
action_id_t
& action,
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gamepad_axis
axis
,
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axis_range
range
=
axis_range::full
,
27
float
min_analog_value = -1.0f,
28
float
max_analog_value = 1.0f);
29
void
map
(
const
action_id_t
& action,
gamepad_button
button
);
30
void
map
(
const
action_id_t
& action,
key_code
key
,
float
analog_value = 1.0f);
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void
map
(
const
action_id_t
& action,
key_code
key
,
const
std::vector<key_code>& modifiers,
float
analog_value = 1.0f);
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void
map
(
const
action_id_t
& action,
34
mouse_axis
axis
,
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axis_range
range
=
axis_range::full
);
36
void
map
(
const
action_id_t
& action,
mouse_button
button
);
37
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friend
auto
operator==
(
const
action_map
& lhs,
const
action_map
& rhs) ->
bool
=
default
;
39
};
40
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}
// namespace InputLib
action_id.hpp
input::action_map
Definition
action_map.hpp:13
input::action_map::mouse_map
mouse_action_map mouse_map
Definition
action_map.hpp:17
input::action_map::get_analog_value
auto get_analog_value(const action_id_t &action, const input_device &device) const -> float
Definition
action_map.cpp:6
input::action_map::is_down
auto is_down(const action_id_t &action, const input_device &device) const -> bool
Definition
action_map.cpp:69
input::action_map::keyboard_map
keyboard_action_map keyboard_map
Definition
action_map.hpp:15
input::action_map::map
void map(const action_id_t &action, gamepad_axis axis, axis_range range=axis_range::full, float min_analog_value=-1.0f, float max_analog_value=1.0f)
Definition
action_map.cpp:85
input::action_map::is_pressed
auto is_pressed(const action_id_t &action, const input_device &device) const -> bool
Definition
action_map.cpp:38
input::action_map::is_released
auto is_released(const action_id_t &action, const input_device &device) const -> bool
Definition
action_map.cpp:53
input::action_map::operator==
friend auto operator==(const action_map &lhs, const action_map &rhs) -> bool=default
input::action_map::gamepad_map
gamepad_action_map gamepad_map
Definition
action_map.hpp:16
input::action_map::get_digital_value
auto get_digital_value(const action_id_t &action, const input_device &device) const -> bool
Definition
action_map.cpp:22
input::gamepad_action_map
Definition
gamepad_action_map.hpp:15
input::input_device
Definition
device.hpp:9
input::keyboard_action_map
Definition
keyboard_action_map.hpp:12
input::mouse_action_map
Definition
mouse_action_map.hpp:22
device.hpp
gamepad_action_map.hpp
keyboard_action_map.hpp
mouse_action_map.hpp
input
Definition
action_id.hpp:5
input::mouse_button
mouse_button
Definition
mouse_button.hpp:6
input::axis_range
axis_range
Definition
axis_range.hpp:6
input::axis_range::full
@ full
input::gamepad_button
gamepad_button
Definition
gamepad_button.hpp:6
input::input_type::key
@ key
input::input_type::axis
@ axis
input::input_type::button
@ button
input::gamepad_axis
gamepad_axis
Definition
gamepad_axis.hpp:6
input::key_code
key_code
Definition
key.hpp:6
input::action_id_t
std::string action_id_t
Definition
action_id.hpp:6
input::mouse_axis
mouse_axis
Definition
mouse_action_map.hpp:15
range
Definition
basetypes.hpp:10
to_string.hpp
UnravelEngine
UnravelEngine
engine
engine
input
action_map
action_map.hpp
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