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| Input (TwinEEngine *engine) |
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void | enableKeyMap (const char *id) |
| | Dependent on the context we are currently in the game, we might want to disable certain keymaps. Like disabling ui keymaps when we are in-game - or vice versa.
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bool | enableAdditionalKeyMap (const char *id, bool enable) |
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const Common::String | currentKeyMap () const |
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| bool | isActionActive (TwinEActionType actionType, bool onlyFirstTime=true) const |
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void | resetLastHoveredMousePosition () |
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bool | isMouseHovering (const Common::Rect &rect, bool onlyIfMoved=true) |
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bool | toggleActionIfActive (TwinEActionType actionType) |
| | If the action is active, the internal state is reset and a following call of this method won't return true anymore.
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void | resetActionStates () |
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bool | toggleAbortAction () |
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bool | isQuickBehaviourActionActive () const |
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bool | isMoveOrTurnActionActive () const |
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bool | isHeroActionActive () const |
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bool | resetHeroActions () |
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| Common::Point | getMousePositions () const |
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void | readKeys () |
| | Updates the internal action states.
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void | processCustomEngineEventStart (const Common::Event &event) |
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void | processCustomEngineEventEnd (const Common::Event &event) |
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◆ isActionActive()
| bool TwinE::Input::isActionActive |
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TwinEActionType |
actionType, |
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bool |
onlyFirstTime = true |
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- Parameters
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| onlyFirstTime | If this is set to true, repeating key press events are not taken into account here This means, that even if the key is held down, this will return false. false as value for this parameter will return true also for repeating key presses. |
- See also
- isPressed()
◆ getMousePositions()
Gets mouse positions
- Parameters
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| mouseData | structure that contains mouse position info |
The documentation for this class was generated from the following file: