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GLFW::GLFWInputServer Class Reference

#include <glfwinputserver.h>

Inherits Base::InputServerBase.

Inherited by Input::InputServer.

Public Member Functions

 GLFWInputServer ()
 constructor
 
virtual ~GLFWInputServer ()
 destructor
 
void Open ()
 open the input server
 
void Close ()
 close the input server
 
void OnFrame ()
 call after processing window events
 
- Public Member Functions inherited from Base::InputServerBase
 InputServerBase ()
 constructor
 
virtual ~InputServerBase ()
 destructor
 
void SetMaxNumLocalPlayers (SizeT maxNumLocalPlayers)
 set the max number of local players for this application (default is 4)
 
SizeT GetMaxNumLocalPlayers () const
 get the max number of local players
 
bool IsOpen () const
 return true if open
 
void SetQuitRequested (bool b)
 set the quit requested flag
 
bool IsQuitRequested () const
 return true if some subsystem has requested to quit the app (e.g. Alt-F4)
 
void Reset ()
 reset input state
 
const Ptr< Input::Keyboard > & GetDefaultKeyboard () const
 get the default keyboard input handler
 
const Ptr< Input::Mouse > & GetDefaultMouse () const
 get the default mouse input handler
 
Ptr< Input::GamePadGetDefaultGamePad (IndexT playerIndex) const
 get default gamepad handler (playerIndex is valid up to MaxNumLocalPlayers)
 
void AttachInputHandler (Input::InputPriority::Code pri, const Ptr< Input::InputHandler > &inputHandler)
 attach an input handler
 
void RemoveInputHandler (const Ptr< Input::InputHandler > &inputHandler)
 remove an input handler
 
void AddGamePad (const Ptr< Input::GamePad > pad, IndexT playerIndex)
 
virtual void BeginFrame ()
 call before processing window events
 
void EndFrame ()
 call at end of frame
 
void PutEvent (const Input::InputEvent &ie)
 put an input event into the handler chain
 
void ClearMouseCapture ()
 clear the current mouse capture (if exists)
 
void ClearKeyboardCapture ()
 clear the current keyboard capture (if exists)
 
void ClearCapture ()
 clear both mouse and keyboard captures
 
const Ptr< Input::InputHandler > & GetMouseCaptureHandler () const
 return the current mouse capture input handler (return invalid ptr if no capture set)
 
const Ptr< Input::InputHandler > & GetKeyboardCaptureHandler () const
 return the current keyboard capture input handler (return invalid ptr if no capture set)
 
void ObtainMouseCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: capture mouse input to the given input handler
 
void ReleaseMouseCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: release mouse capture
 
void ObtainKeyboardCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: capture keyboard input to the given input handler
 
void ReleaseKeyboardCapture (const Ptr< Input::InputHandler > &inputHandler)
 only call from InputHandler: release keyboard capture
 
bool HasFocus () const
 return true if the application has focus
 
- Public Member Functions inherited from Core::RefCounted
 RefCounted ()
 constructor
 
int GetRefCount () const
 get the current refcount
 
void AddRef ()
 increment refcount by one
 
void Release ()
 decrement refcount and destroy object if refcount is zero
 
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
 
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
 
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
 
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
 
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
 
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
 
const Util::StringGetClassName () const
 get the class name
 
Util::FourCC GetClassFourCC () const
 get the class FourCC code
 

Private Member Functions

 __DeclareClass (GLFWInputServer)
 
 __DeclareSingleton (GLFWInputServer)
 

Additional Inherited Members

- Static Public Member Functions inherited from Core::RefCounted
static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA_DEBUG builds only!)
 
- Protected Member Functions inherited from Core::RefCounted
virtual ~RefCounted ()
 destructor (called when refcount reaches zero)
 
- Protected Attributes inherited from Base::InputServerBase
bool isOpen
 
bool inBeginFrame
 
bool isQuitRequested
 
bool hasFocus
 
int inputHandlersLockCount
 
SizeT maxNumLocalPlayers
 
Util::Array< Util::KeyValuePair< Input::InputPriority::Code, Ptr< Input::InputHandler > > > inputHandlers
 
Ptr< Input::InputHandlermouseCaptureHandler
 
Ptr< Input::InputHandlerkeyboardCaptureHandler
 
Ptr< Input::KeyboarddefaultKeyboard
 
Ptr< Input::MousedefaultMouse
 
Util::FixedArray< Ptr< Input::GamePad > > defaultGamePad
 
Threading::CriticalSection critSect
 
Threading::ThreadId creatorThreadId
 

Constructor & Destructor Documentation

◆ GLFWInputServer()

GLFW::GLFWInputServer::GLFWInputServer ( )

constructor

◆ ~GLFWInputServer()

GLFW::GLFWInputServer::~GLFWInputServer ( )
virtual

destructor

Member Function Documentation

◆ __DeclareClass()

GLFW::GLFWInputServer::__DeclareClass ( GLFWInputServer )
private

◆ __DeclareSingleton()

GLFW::GLFWInputServer::__DeclareSingleton ( GLFWInputServer )
private

◆ Close()

void GLFW::GLFWInputServer::Close ( )
virtual

close the input server

Reimplemented from Base::InputServerBase.

◆ OnFrame()

void GLFW::GLFWInputServer::OnFrame ( )
virtual

call after processing window events

Reimplemented from Base::InputServerBase.

◆ Open()

void GLFW::GLFWInputServer::Open ( )
virtual

open the input server

Reimplemented from Base::InputServerBase.


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