#include <gamepad_action_map.hpp>
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auto | get_analog_value (const action_id_t &action, const gamepad &device) const -> float |
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auto | get_digital_value (const action_id_t &action, const gamepad &device) const -> bool |
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auto | is_pressed (const action_id_t &action, const gamepad &device) const -> bool |
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auto | is_released (const action_id_t &action, const gamepad &device) const -> bool |
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auto | is_down (const action_id_t &action, const gamepad &device) const -> bool |
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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) |
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void | map (const action_id_t &action, gamepad_button button) |
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Definition at line 14 of file gamepad_action_map.hpp.
◆ get_analog_value()
auto input::gamepad_action_map::get_analog_value |
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const action_id_t & | action, |
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const gamepad & | device ) const -> float |
◆ get_digital_value()
auto input::gamepad_action_map::get_digital_value |
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const action_id_t & | action, |
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const gamepad & | device ) const -> bool |
◆ is_down()
auto input::gamepad_action_map::is_down |
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const action_id_t & | action, |
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const gamepad & | device ) const -> bool |
◆ is_pressed()
auto input::gamepad_action_map::is_pressed |
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const action_id_t & | action, |
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const gamepad & | device ) const -> bool |
◆ is_released()
auto input::gamepad_action_map::is_released |
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const action_id_t & | action, |
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const gamepad & | device ) const -> bool |
◆ map() [1/2]
◆ map() [2/2]
◆ operator==
◆ entries_by_action_id_
The documentation for this class was generated from the following files: