#include <inputhandler.h>
Input handlers receive and process input events.
Handlers are chained together, sorted by priority, and input events travel from one handler to the next. Input events may be blocked by an input handler, so that the blocked events are not passed on to the next lower-priority handlers. Subclasses of InputHandler present the received input in more specific ways.
- Copyright
- (C) 2007 Radon Labs GmbH (C) 2013-2020 Individual contributors, see AUTHORS file
Inherits Core::RefCounted.
Inherited by Base::GamePadBase, Base::KeyboardBase, Base::MouseBase, Dynui::ImguiInputHandler, and Im3d::Im3dInputHandler.
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| InputHandler () |
| constructor
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virtual | ~InputHandler () |
| destructor
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bool | IsAttached () const |
| return true if the input handler is currently attached
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virtual void | BeginCapture () |
| capture input to this event handler
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virtual void | EndCapture () |
| end input capturing to this event handler
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bool | IsCapturing () const |
| return true if this input handler captures input
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| RefCounted () |
| constructor
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int | GetRefCount () const |
| get the current refcount
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void | AddRef () |
| increment refcount by one
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void | Release () |
| decrement refcount and destroy object if refcount is zero
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bool | IsInstanceOf (const Rtti &rtti) const |
| return true if this object is instance of given class
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bool | IsInstanceOf (const Util::String &className) const |
| return true if this object is instance of given class by string
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bool | IsInstanceOf (const Util::FourCC &classFourCC) const |
| return true if this object is instance of given class by fourcc
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bool | IsA (const Rtti &rtti) const |
| return true if this object is instance of given class, or a derived class
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bool | IsA (const Util::String &rttiName) const |
| return true if this object is instance of given class, or a derived class, by string
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bool | IsA (const Util::FourCC &rttiFourCC) const |
| return true if this object is instance of given class, or a derived class, by fourcc
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const Util::String & | GetClassName () const |
| get the class name
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Util::FourCC | GetClassFourCC () const |
| get the class FourCC code
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static void | DumpRefCountingLeaks () |
| dump refcounting leaks, call at end of application (NEBULA_DEBUG builds only!)
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◆ InputHandler()
Input::InputHandler::InputHandler |
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◆ ~InputHandler()
Input::InputHandler::~InputHandler |
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virtual |
◆ __DeclareClass()
◆ BeginCapture()
void Input::InputHandler::BeginCapture |
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virtual |
capture input to this event handler
Begin capturing input to this input handler.
This method must be overriden in a subclass, the derived method must call ObtainMouseCapture(), ObtainKeyboardCapture(), or both, depending on what type input events you want to capture. An input handler which captures input gets all input events of the given type exclusively.
Reimplemented in Base::KeyboardBase, Base::MouseBase, Dynui::ImguiInputHandler, and Im3d::Im3dInputHandler.
◆ EndCapture()
void Input::InputHandler::EndCapture |
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◆ IsAttached()
bool Input::InputHandler::IsAttached |
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const |
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inline |
return true if the input handler is currently attached
◆ IsCapturing()
bool Input::InputHandler::IsCapturing |
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const |
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inline |
return true if this input handler captures input
◆ OnAttach()
void Input::InputHandler::OnAttach |
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protectedvirtual |
◆ OnBeginFrame()
void Input::InputHandler::OnBeginFrame |
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protectedvirtual |
◆ OnEndFrame()
void Input::InputHandler::OnEndFrame |
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protectedvirtual |
◆ OnEvent()
bool Input::InputHandler::OnEvent |
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const InputEvent & | inputEvent | ) |
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protectedvirtual |
◆ OnObtainCapture()
void Input::InputHandler::OnObtainCapture |
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protectedvirtual |
◆ OnReleaseCapture()
void Input::InputHandler::OnReleaseCapture |
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protectedvirtual |
◆ OnRemove()
void Input::InputHandler::OnRemove |
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protectedvirtual |
called when the handler is removed from the input server
◆ OnReset()
void Input::InputHandler::OnReset |
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protectedvirtual |
called when the handler should reset itself
OnReset is called when the app loses or gains focus (amongst other occasions).
The input handler should reset its state to prevent keys from sticking down, etc...
Reimplemented in Base::GamePadBase, Base::KeyboardBase, and Base::MouseBase.
◆ Base::InputServerBase
◆ isAttached
bool Input::InputHandler::isAttached |
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◆ isCapturing
bool Input::InputHandler::isCapturing |
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The documentation for this class was generated from the following files: