Deki 1.3.0
Modular C++ 2D engine for embedded displays and desktop
Loading...
Searching...
No Matches
IDekiInputSystem Class Referenceabstract

Abstract interface for the input dispatch system. More...

#include <IDekiInputSystem.h>

Public Member Functions

virtual ~IDekiInputSystem ()=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

Abstract interface for the input dispatch system.

DekiEngine uses this interface to interact with the input system without linking to the concrete DekiInputSystem implementation (which lives in the input package DLL).

Coordinates are in world units (float). Raw device pixel events are converted by the implementation before reaching colliders.

Constructor & Destructor Documentation

◆ ~IDekiInputSystem()

virtual IDekiInputSystem::~IDekiInputSystem ( )
virtualdefault

Member Function Documentation

◆ Initialize()

virtual void IDekiInputSystem::Initialize ( )
pure virtual

◆ Shutdown()

virtual void IDekiInputSystem::Shutdown ( )
pure virtual

◆ DispatchInput()

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

◆ DispatchKey()

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

◆ IsInitialized()

virtual bool IDekiInputSystem::IsInitialized ( ) const
pure virtual

◆ Update()

virtual void IDekiInputSystem::Update ( )
pure virtual

◆ ShouldExit()

virtual bool IDekiInputSystem::ShouldExit ( ) const
pure virtual

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