Unigine::ControlsApp Class
Header: | #include <UnigineControls.h> |
ControlsApp Class
Members
ControlsApp * get()
Return value
void setAlwaysRun(int run)
Sets a value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. The default is 0.Arguments
- int run - Positive integer to make the player run by default; otherwise, 0.
int getAlwaysRun()
Returns a value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking.Return value
1 if the player is running by default; otherwise, 0.void setMouseDX(float mousedx)
Updates a screen position change of the mouse pointer along the X axis.Arguments
- float mousedx - Change of the X coordinate.
float getMouseDX()
Returns a screen position change of the mouse pointer along the X axis during the last frame.Return value
Change of the X coordinate.void setMouseDY(float mousedy)
Updates a screen position change of the mouse pointer along the Y axis.Arguments
- float mousedy - Change of the Y coordinate.
float getMouseDY()
Returns a screen position change of the mouse pointer along the Y axis during the last frame.Return value
Change of the Y coordinate.void setMouseEnabled(int enabled)
Enables or disables the mouse input.Arguments
- int enabled - Positive integer to enable the mouse; otherwise, 0.
int isMouseEnabled()
Returns a value indicating if the mouse is enabled.Return value
1 if the mouse is enabled; otherwise, 0.void setMouseInverse(int inverse)
Sets back-and-forth movements of the mouse (by Y-axis) to be interpreted as inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. This mode is available only to control the camera.Arguments
- int inverse - Positive integer to inverse the mouse; otherwise, 0.
int getMouseInverse()
Returns a value indicating if back-and-forth movements of the mouse (by Y-axis) are inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. This mode is available only to control the camera.Return value
1 if the mouse is inverted; otherwise, 0.void setMouseSensitivity(float sensitivity)
Sets mouse sensitivity used to increase or decrease the speed of mouse movement.Arguments
- float sensitivity - Mouse sensitivity. Higher values increase the mouse speed; lower values decrease it.
float getMouseSensitivity()
Returns the current mouse sensitivity used to increase or decrease the speed of mouse movement.Return value
Mouse sensitivity.void setState(int state, int value)
Updates the state of a given control (i.e. sets the control on or off).Arguments
- int state - Control state number to update. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls
- int value - State value: positive value to "press" the control; 0 to release it.
int getState(int state)
Returns the state of a given control.Arguments
- int state - Control state number. Possible values are in range [STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls
Return value
State value: positive value means the control is "pressed"; 0 means the control is released.void setStateButton(int state, int button)
Sets a mouse button that switches a given state on and off.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
- int button - Button that toggles the state (one of APP_BUTTON_* variables).
int getStateButton(int state)
Returns a mouse button that switches a given state on and off.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
Button that toggles the state (one of APP_BUTTON_* variables).int isStateButton(int button)
Returns a value indicating if the given button assigned to the state.Arguments
- int button - Button that toggles the state (one of APP_BUTTON_* variables).
Return value
1 if the given button is assigned; otherwise, 0.void getStateEvent(int state)
Lets the user assign a key or a mouse button to a given state.Arguments
- int state - State (one of the CONTROLS_STATE_* variables), to which a key or a mouse button is going to be assigned.
int isStateEvent()
Returns a value indicating if a key or a mouse button is successfully assigned to a state.Return value
1 if a key or a mouse button is already assigned; otherwise, 0.void setStateKey(int state, int key)
Sets a key that toggles a given state on and off.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
- int key - Key that switches the state. It is a standard ASCII key code or one of the APP_KEY_* variables.
int getStateKey(int state)
Returns a key that toggles a given state on and off.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
Key that switches the state. It is a standard ASCII key code or one of the APP_KEY_* variables:- KEY_ESC = 256
- KEY_TAB
- KEY_BACKSPACE
- KEY_RETURN
- KEY_DELETE
- KEY_INSERT
- KEY_HOME
- KEY_END
- KEY_PGUP
- KEY_PGDOWN
- KEY_LEFT
- KEY_RIGHT
- KEY_UP
- KEY_DOWN
- KEY_SHIFT
- KEY_CTRL
- KEY_ALT
- KEY_SCROLL
- KEY_CAPS
- KEY_NUM
- KEY_F1
- KEY_F2
- KEY_F3
- KEY_F4
- KEY_F5
- KEY_F6
- KEY_F7
- KEY_F8
- KEY_F9
- KEY_F10
- KEY_F11
- KEY_F12
int isStateKey(int key)
Checks if a given key already acts as an application control. This is useful to avoid collisions between application controls and hot keys.Arguments
- int key - Key in one of the following formats:
- Character format (for example, 'a')
- Standard ASCII key code (for example, 97)
- One of APP_KEY_* variables
Return value
1 if the key is assigned to a state; otherwise, 0.String getStateName(int state)
Returns the name of the given control stateArguments
- int state - The control state number in range from 0 to the total number of states.
Return value
Name of the given control state.int clearState(int state)
Returns a control state and clears it to 0 (control is not pressed).Arguments
- int state - Control state number. Possible values are in range [ STATE_FORWARD;NUM_STATES]. For full list of available controls see Unigine::Controls:: Enumeration at the end of the article.
Return value
1 if the control is pressed; otherwise, 0.Last update: 03.07.2017
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