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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: