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) constInputManager
are_keys_held(const std::vector< SDL_Scancode > &keys) constInputManager
get_active_touch_count() constInputManager
get_gamepad(int index) constInputManager
get_gamepad_axis(int gamepad_index, int axis) constInputManager
get_gamepad_count() constInputManagerinline
get_gamepad_stick(int gamepad_index, int stick_index) constInputManager
get_key_state(SDL_Scancode key) constInputManager
get_mouse_button_state(MouseButton button) constInputManager
get_mouse_delta() constInputManagerinline
get_mouse_position() constInputManagerinline
get_mouse_sensitivity() constInputManagerinline
get_mouse_wheel() constInputManagerinline
get_pressed_keys() constInputManager
get_text_input()InputManagerinline
get_touch_points() constInputManagerinline
get_touch_position(SDL_FingerID finger_id) constInputManager
InputManager()=defaultInputManager
InputManager(SDL_Window *window)InputManagerexplicit
is_action_held(const std::string &action_name) constInputManager
is_action_pressed(const std::string &action_name) constInputManager
is_action_released(const std::string &action_name) constInputManager
is_gamepad_button_held(int gamepad_index, int button) constInputManager
is_gamepad_button_pressed(int gamepad_index, int button) constInputManager
is_gamepad_button_released(int gamepad_index, int button) constInputManager
is_gamepad_connected(int index) constInputManager
is_input_blocked() constInputManagerinline
is_key_held(SDL_Scancode key) constInputManager
is_key_pressed(SDL_Scancode key) constInputManager
is_key_released(SDL_Scancode key) constInputManager
is_mouse_button_held(MouseButton button) constInputManager
is_mouse_button_pressed(MouseButton button) constInputManager
is_mouse_button_released(MouseButton button) constInputManager
is_relative_mouse_mode() constInputManager
is_touch_active(SDL_FingerID finger_id) constInputManager
late_update()InputManager
mouse_in_rect(const Rect2 &rect) constInputManager
position_in_rect(glm::vec2 position, const Rect2 &rect) constInputManager
print_debug_info() constInputManager
process_event(const SDL_Event &event)InputManager
register_action(const InputAction &action)InputManager
screen_to_world(const glm::vec2 &screen_pos) constInputManager
set_gamepad_deadzone(int gamepad_index, float deadzone)InputManager
set_input_blocked(bool blocked)InputManagerinline
set_mouse_position(int x, int y)InputManager
set_mouse_sensitivity(float sensitivity)InputManagerinline
set_relative_mouse_mode(bool enabled)InputManager
start_text_input()InputManagerinline
stop_text_input()InputManagerinline
unregister_action(const std::string &action_name)InputManager
update()InputManager
world_to_screen(const glm::vec2 &world_pos) constInputManager
~InputManager()InputManager