Abstract interface for the input dispatch system.
More...
#include <IDekiInputSystem.h>
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.
◆ ~IDekiInputSystem()
| virtual IDekiInputSystem::~IDekiInputSystem |
( |
| ) |
|
|
virtualdefault |
◆ 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: