The input system as the engine sees it, so it need not link to the implementation in the input package DLL.
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#include <deki/providers/IInputSystem.h>
The input system as the engine sees it, so it need not link to the implementation in the input package DLL.
Coordinates are in world units (float); the implementation converts raw device pixels before they reach colliders.
◆ ~IInputSystem()
| virtual Deki::IInputSystem::~IInputSystem |
( |
| ) |
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virtualdefault |
◆ Initialize()
| virtual void Deki::IInputSystem::Initialize |
( |
| ) |
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pure virtual |
◆ Shutdown()
| virtual void Deki::IInputSystem::Shutdown |
( |
| ) |
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pure virtual |
◆ DispatchInput()
| virtual void Deki::IInputSystem::DispatchInput |
( |
Scene * | scene, |
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float | x, |
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float | y, |
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bool | down, |
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bool | move, |
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bool | up ) |
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pure virtual |
◆ DispatchKey()
| virtual void Deki::IInputSystem::DispatchKey |
( |
uint32_t | key, |
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bool | down ) |
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pure virtual |
◆ IsInitialized()
| virtual bool Deki::IInputSystem::IsInitialized |
( |
| ) |
const |
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pure virtual |
◆ Update()
| virtual void Deki::IInputSystem::Update |
( |
| ) |
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pure virtual |
◆ ShouldExit()
| virtual bool Deki::IInputSystem::ShouldExit |
( |
| ) |
const |
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pure virtual |
The documentation for this class was generated from the following file: