Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
InputManager Member List
This is the complete list of members for
InputManager
, including all inherited members.
any_key_pressed
(const std::vector< SDL_Scancode > &keys) const
InputManager
are_keys_held
(const std::vector< SDL_Scancode > &keys) const
InputManager
get_active_touch_count
() const
InputManager
get_gamepad
(int index) const
InputManager
get_gamepad_axis
(int gamepad_index, int axis) const
InputManager
get_gamepad_count
() const
InputManager
inline
get_gamepad_stick
(int gamepad_index, int stick_index) const
InputManager
get_key_state
(SDL_Scancode key) const
InputManager
get_mouse_button_state
(MouseButton button) const
InputManager
get_mouse_delta
() const
InputManager
inline
get_mouse_position
() const
InputManager
inline
get_mouse_sensitivity
() const
InputManager
inline
get_mouse_wheel
() const
InputManager
inline
get_pressed_keys
() const
InputManager
get_text_input
()
InputManager
inline
get_touch_points
() const
InputManager
inline
get_touch_position
(SDL_FingerID finger_id) const
InputManager
InputManager
()=default
InputManager
InputManager
(SDL_Window *window)
InputManager
explicit
is_action_held
(const std::string &action_name) const
InputManager
is_action_pressed
(const std::string &action_name) const
InputManager
is_action_released
(const std::string &action_name) const
InputManager
is_gamepad_button_held
(int gamepad_index, int button) const
InputManager
is_gamepad_button_pressed
(int gamepad_index, int button) const
InputManager
is_gamepad_button_released
(int gamepad_index, int button) const
InputManager
is_gamepad_connected
(int index) const
InputManager
is_input_blocked
() const
InputManager
inline
is_key_held
(SDL_Scancode key) const
InputManager
is_key_pressed
(SDL_Scancode key) const
InputManager
is_key_released
(SDL_Scancode key) const
InputManager
is_mouse_button_held
(MouseButton button) const
InputManager
is_mouse_button_pressed
(MouseButton button) const
InputManager
is_mouse_button_released
(MouseButton button) const
InputManager
is_relative_mouse_mode
() const
InputManager
is_touch_active
(SDL_FingerID finger_id) const
InputManager
late_update
()
InputManager
mouse_in_rect
(const Rect2 &rect) const
InputManager
position_in_rect
(glm::vec2 position, const Rect2 &rect) const
InputManager
print_debug_info
() const
InputManager
process_event
(const SDL_Event &event)
InputManager
register_action
(const InputAction &action)
InputManager
screen_to_world
(const glm::vec2 &screen_pos) const
InputManager
set_gamepad_deadzone
(int gamepad_index, float deadzone)
InputManager
set_input_blocked
(bool blocked)
InputManager
inline
set_mouse_position
(int x, int y)
InputManager
set_mouse_sensitivity
(float sensitivity)
InputManager
inline
set_relative_mouse_mode
(bool enabled)
InputManager
start_text_input
()
InputManager
inline
stop_text_input
()
InputManager
inline
unregister_action
(const std::string &action_name)
InputManager
update
()
InputManager
world_to_screen
(const glm::vec2 &world_pos) const
InputManager
~InputManager
()
InputManager
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