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Angel
A 2D Game Prototyping Engine
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(Internal) Handles keyboard input, and mapping controller input to messages More...
#include <InputManager.h>
Public Member Functions | |
| void | BindKey (const String &keyId, const String &command) |
| void | UnbindKey (const String &keyId) |
| bool | OnKeyDown (int keyVal) |
| bool | OnKeyUp (int keyVal) |
| bool | IsKeyDown (int keyVal) |
| void | HandleControl (class Controller &controller) |
Static Public Member Functions | |
| static InputManager & | GetInstance () |
| static void | Destroy () |
Protected Member Functions | |
| void | Initialize () |
This internal class is used by the engine to take the settings from input_bindings.ini and process all keyboard and controller data.
Unless you're working on the engine itself, the only function in here that matters to you would be InputManager::IsKeyDown.
Definition at line 73 of file InputManager.h.
| bool InputManager::IsKeyDown | ( | int | keyVal | ) |
Find out whether a key is currently pressed. Can either be passed an individual char or any of the defined values in GL/glfw.h.
| keyVal | The key value to test for (usually a char) |
Definition at line 332 of file InputManager.cpp.


1.7.5.1