Ember
A C++ 20 'game engine' built with SDL3 with wide platform support.
Public Member Functions | List of all members
InputManager Class Reference

#include <input_manager.h>

Public Member Functions

 InputManager ()=default
 
 InputManager (SDL_Window *window)
 
void ProcessEvents (const SDL_Event *pEvent)
 
void Update ()
 
glm::vec2 GetMousePosition ()
 
bool IsMouseButtonPressed (Uint8 button)
 
bool IsMouseButtonReleased (Uint8 button)
 
bool IsKeyPressed (SDL_Scancode key)
 
bool IsKeyHeld (SDL_Scancode key)
 
bool IsKeyReleased (SDL_Scancode key)
 
bool IsPositionInRect (glm::vec2 position, ember::Rectangle rect)
 
std::string GetTypedText ()
 
void SetTextInputActive (bool status)
 
bool IsTextInputActive ()
 

Constructor & Destructor Documentation

◆ InputManager() [1/2]

InputManager::InputManager ( )
default

◆ InputManager() [2/2]

InputManager::InputManager ( SDL_Window *  window)
inline

Member Function Documentation

◆ GetMousePosition()

glm::vec2 InputManager::GetMousePosition ( )

◆ GetTypedText()

std::string InputManager::GetTypedText ( )

◆ IsKeyHeld()

bool InputManager::IsKeyHeld ( SDL_Scancode  key)

◆ IsKeyPressed()

bool InputManager::IsKeyPressed ( SDL_Scancode  key)

◆ IsKeyReleased()

bool InputManager::IsKeyReleased ( SDL_Scancode  key)

◆ IsMouseButtonPressed()

bool InputManager::IsMouseButtonPressed ( Uint8  button)

◆ IsMouseButtonReleased()

bool InputManager::IsMouseButtonReleased ( Uint8  button)

◆ IsPositionInRect()

bool InputManager::IsPositionInRect ( glm::vec2  position,
ember::Rectangle  rect 
)

◆ IsTextInputActive()

bool InputManager::IsTextInputActive ( )

◆ ProcessEvents()

void InputManager::ProcessEvents ( const SDL_Event *  pEvent)

◆ SetTextInputActive()

void InputManager::SetTextInputActive ( bool  status)

◆ Update()

void InputManager::Update ( )

The documentation for this class was generated from the following files: