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Input Management

Functions and classes relating to to user input. More...

Classes

class  ActionMap
 ActionMaps assign platform input events to console commands. More...

Modules

 Input Event Listing
 

List of all possible input events that can be mapped.


Functions

void activateDirectInput ()
 Activates DirectInput.
void deactivateDirectInput ()
 Disables DirectInput.
void disableJoystick ()
 Disables use of the joystick.
void disableXInput ()
 Disables XInput for Xbox 360 controllers.
void echoInputState ()
 Prints information to the console stating if DirectInput and a Joystick are enabled and active.
bool enableJoystick ()
 Enables use of the joystick.
bool enableXInput ()
 Enables XInput for Xbox 360 controllers.
ActionMap getCurrentActionMap ()
 Returns the current ActionMap.
int getXInputState (int controllerID, string property, bool current)
 Queries the current state of a connected Xbox 360 controller.
bool isJoystickEnabled ()
 Queries input manager to see if a joystick is enabled.
bool isXInputConnected (int controllerID)
 Checks to see if an Xbox 360 controller is connected.
void lockMouse (bool isLocked)
 Lock or unlock the mouse to the window.
void resetXInput ()
 Rebuilds the XInput section of the InputManager.
void rumble (string device, float xRumble, float yRumble)
 Activates the vibration motors in the specified controller.

Detailed Description

Functions and classes relating to to user input.

Input events come from the OS, are translated in the platform layer and then posted to the game. By default the game then checks the input event against a global ActionMap (which supercedes all other action handlers). If there is no action specified for the event, it is passed on to the GUI system. If the GUI does not handle the input event it is passed to the currently active (non-global) ActionMap stack.

Example: the user presses the ~ (tilde) key, which is bound in the global ActionMap to toggleConsole.

This causes the console function associated with the bind to be executed, which in this case is toggleConsole, resulting in the console output window being shown. If the key had not been bound in the global map, it would have passed to the first gui that could have handled it, and if none did, it would pass to any game actions that were bound to that key.

See also:
ActionMap

Function Documentation

void activateDirectInput (  ) 

Activates DirectInput.

Also activates any connected joysticks.

void deactivateDirectInput (  ) 

Disables DirectInput.

Also deactivates any connected joysticks.

void disableJoystick (  ) 

Disables use of the joystick.

Note:
DirectInput must be enabled and active to use this function.
void disableXInput (  ) 

Disables XInput for Xbox 360 controllers.

void echoInputState (  ) 

Prints information to the console stating if DirectInput and a Joystick are enabled and active.

bool enableJoystick (  ) 

Enables use of the joystick.

Note:
DirectInput must be enabled and active to use this function.
bool enableXInput (  ) 

Enables XInput for Xbox 360 controllers.

Note:
XInput is enabled by default. Disable to use an Xbox 360 Controller as a joystick device.
ActionMap getCurrentActionMap (  ) 

Returns the current ActionMap.

See also:
ActionMap
int getXInputState ( int  controllerID,
string  property,
bool  current 
)

Queries the current state of a connected Xbox 360 controller.

XInput Properties:

  • XI_THUMBLX, XI_THUMBLY - X and Y axes of the left thumbstick.
  • XI_THUMBRX, XI_THUMBRY - X and Y axes of the right thumbstick.
  • XI_LEFT_TRIGGER, XI_RIGHT_TRIGGER - Left and Right triggers.
  • SI_UPOV, SI_DPOV, SI_LPOV, SI_RPOV - Up, Down, Left, and Right on the directional pad.
  • XI_START, XI_BACK - The Start and Back buttons.
  • XI_LEFT_THUMB, XI_RIGHT_THUMB - Clicking in the left and right thumbstick.
  • XI_LEFT_SHOULDER, XI_RIGHT_SHOULDER - Left and Right bumpers.
  • XI_A, XI_B , XI_X, XI_Y - The A, B, X, and Y buttons.
Parameters:
controllerID Zero-based index of the controller to return information about.
property Name of input action being queried, such as "XI_THUMBLX".
current True checks current device in action.
Returns:
Button queried - 1 if the button is pressed, 0 if it's not.
Thumbstick queried - Int representing displacement from rest position.
Trigger queried - Int from 0 to 255 representing how far the trigger is displaced.
bool isJoystickEnabled (  ) 

Queries input manager to see if a joystick is enabled.

Returns:
1 if a joystick exists and is enabled, 0 if it's not.
bool isXInputConnected ( int  controllerID  ) 

Checks to see if an Xbox 360 controller is connected.

Parameters:
controllerID Zero-based index of the controller to check.
Returns:
1 if the controller is connected, 0 if it isn't, and 205 if XInput hasn't been initialized.
void lockMouse ( bool  isLocked  ) 

Lock or unlock the mouse to the window.

When true, prevents the mouse from leaving the bounds of the game window.

void resetXInput (  ) 

Rebuilds the XInput section of the InputManager.

Requests a full refresh of events for all controllers. Useful when called at the beginning of game code after actionMaps are set up to hook up all appropriate events.

void rumble ( string  device,
float  xRumble,
float  yRumble 
)

Activates the vibration motors in the specified controller.

The controller will constantly at it's xRumble and yRumble intensities until changed or told to stop.Valid inputs for xRumble/yRumble are [0 - 1].

Parameters:
device Name of the device to rumble.
xRumble Intensity to apply to the left motor.
yRumble Intensity to apply to the right motor.
Note:
in an Xbox 360 controller, the left motor is low-frequency, while the right motor is high-frequency.


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