For detecting inputs of GameObject entity every frame. NOTE: GameObject Entity must be registered in order to process GameObject::keyPressed and GameObject::keyReleased callbacks.
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enum class | InputEvent { KEY_PRESS
, KEY_RELEASE
} |
| Values that represent event types. More...
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For detecting inputs of GameObject entity every frame. NOTE: GameObject Entity must be registered in order to process GameObject::keyPressed and GameObject::keyReleased callbacks.
Inputs from keyboard are detected in two ways. Continuous key press or single event press/release. NOTE: For single event key press/release, GameObject entities must be registered. InputEvent enum is used for selecting the type of key event to detect Here is an example of setting up keyboard detection in Tank Object
Tank::Tank()
{
}
Tank::update()
{
if(Keyboard::GetKeyState(AZUL_KEY::KEY_W))
{
this->moveFoward();
}
if(Keyboard::GetKeyState(AZUL_KEY::KEY_S))
{
this->moveBackward();
}
if(Keyboard::GetKeyState(AZUL_KEY::KEY_A))
{
this->turnLeft();
}
if(Keyboard::GetKeyState(AZUL_KEY::KEY_S))
{
this->turnRight();
}
}
void Tank::keyPressed(AZUL_KEY key)
{
if(key == AZUL_KEY::SPACE)
{
this->fireBullet();
}
}
void submitKeyRegistration(AZUL_KEY key, InputEvent eventType)
Submit key registration to current scene.
Definition: Inputable.cpp:29
void submitUpdateRegistration()
Submit update registration to current scene.
Definition: Updatable.cpp:24
◆ InputEvent
◆ isRegisterForKeyWithEvent()
bool Inputable::isRegisterForKeyWithEvent |
( |
AZUL_KEY |
key, |
|
|
InputEvent |
eventType |
|
) |
| |
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protected |
Query if 'key' is register for key with event.
- Parameters
-
key | The key. |
eventType | Type of the event. |
- Returns
- True if register for key with event, false if not.
◆ keyPressed()
void Inputable::keyPressed |
( |
AZUL_KEY |
key | ) |
|
|
privatevirtual |
Key pressed callback.
To be implemented by user in object derived from GameObject (NOT directly derived from Inputable)
- Parameters
-
◆ keyReleased()
void Inputable::keyReleased |
( |
AZUL_KEY |
key | ) |
|
|
privatevirtual |
Key released callback.
To be implemented by user in object derived from GameObject (NOT directly derived from Inputable)
- Parameters
-
◆ submitKeyDeregistration()
void Inputable::submitKeyDeregistration |
( |
AZUL_KEY |
key, |
|
|
InputEvent |
eventType |
|
) |
| |
|
protected |
Submit key deregistration to current scene.
- Parameters
-
key | The key. |
eventType | The event typ. |
◆ submitKeyRegistration()
void Inputable::submitKeyRegistration |
( |
AZUL_KEY |
key, |
|
|
InputEvent |
eventType |
|
) |
| |
|
protected |
Submit key registration to current scene.
- Parameters
-
key | The key. |
eventType | Type of the event. |