Class · aurore

aurore::InputManager

On this page
aurore/core/input.hpp
#include <aurore/core/input.hpp>

class aurore::InputManager

Constructors 1

virtual ~InputManager()

Functions 15

virtual short getControllersConnectedCount() =0
virtual void updateUnifiedControllerState(ControllerState *state) =0
virtual void updateControllerState(ControllerState *state,int controller) =0

Called once every frame to fill the given ControllerState struct with the controller state.

input.hpp:344
virtual bool getKeyboardKeyState(AuroreKeyboardScancode state) =0
virtual void updateTouchStates(std::vector< RawTouchState > *states) =0

Called once every frame to fill the given RawTouchState struct with the raw touch data.

input.hpp:351
virtual void updateMouseStates(RawMouseState *state) =0

Called once every frame to fill the given RawTouchState struct with the raw touch data.

input.hpp:356
virtual void sendRumble(unsigned short controller,unsigned short lowFreqMotor,unsigned short highFreqMotor) =0

Calls to update gamepad's rumble state.

input.hpp:361
virtual void runloopStart()

Called once every runloop cycle to perform some cleanup before new one. For internal call only

input.hpp:367
virtual void drawCursor(NVGcontext *vg)
virtual void setPointerLock(bool lock)
Event< bool > * getMouseCusorEntered()
Event< Point > * getMouseCusorOffsetChanged()
Event< Point > * getMouseScrollOffsetChanged()
Event< SensorEvent > * getControllerSensorStateChanged()
Event< KeyState > * getKeyboardKeyStateChanged()

Static functions 3

static TouchState computeTouchState(RawTouchState currentTouch,TouchState lastFrameState)

Calculate current touch phase based on it's previous state

input.hpp:401
static MouseState computeMouseState(RawMouseState currentTouch,MouseState lastFrameState)

Calculate current touch phase based on it's previous state

input.hpp:406
static ControllerButton mapControllerState(ControllerButton button)

Read from Aurore's headers by Doxygen at each build · library/include