DEKI/ENGINE docs
Deki 0.19.0
Modular C++ 2D engine for embedded displays and desktop
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Deki::IInputSystem Class Referenceabstract

The input system as the engine sees it, so it need not link to the implementation in the input package DLL. More...

#include <deki/providers/IInputSystem.h>

Public Member Functions

virtual ~IInputSystem ()=default
virtual void Initialize ()=0
virtual void Shutdown ()=0
virtual void DispatchInput (Scene *scene, float x, float y, bool down, bool move, bool up)=0
virtual void DispatchKey (uint32_t key, bool down)=0
virtual bool IsInitialized () const =0
virtual void Update ()=0
virtual bool ShouldExit () const =0

Detailed Description

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.

Constructor & Destructor Documentation

◆ ~IInputSystem()

virtual Deki::IInputSystem::~IInputSystem ( )
virtualdefault

Member Function Documentation

◆ Initialize()

virtual void Deki::IInputSystem::Initialize ( )
pure virtual

◆ Shutdown()

virtual void Deki::IInputSystem::Shutdown ( )
pure virtual

◆ DispatchInput()

virtual void Deki::IInputSystem::DispatchInput ( Scene * scene,
float x,
float y,
bool down,
bool move,
bool up )
pure virtual

◆ DispatchKey()

virtual void Deki::IInputSystem::DispatchKey ( uint32_t key,
bool down )
pure virtual

◆ IsInitialized()

virtual bool Deki::IInputSystem::IsInitialized ( ) const
pure virtual

◆ Update()

virtual void Deki::IInputSystem::Update ( )
pure virtual

◆ ShouldExit()

virtual bool Deki::IInputSystem::ShouldExit ( ) const
pure virtual

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