#include <GameKeyboardController.h>
◆ GameKeyboardController()
GameKeyboardController::GameKeyboardController |
( |
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◆ ConsumeKeyPress()
bool GameKeyboardController::ConsumeKeyPress |
( |
PlatformKey |
key | ) |
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overridevirtual |
◆ IsKeyDown()
bool GameKeyboardController::IsKeyDown |
( |
PlatformKey |
key | ) |
const |
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overridevirtual |
◆ keyPressEvent()
◆ keyReleaseEvent()
◆ reset()
void GameKeyboardController::reset |
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◆ isKeyDown_
IndexedArray<bool, PlatformKey::KEY_FIRST, PlatformKey::KEY_LAST> GameKeyboardController::isKeyDown_ = {{}} |
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private |
Whether the key is currently held down.
◆ isKeyDownReportPending_
IndexedArray<bool, PlatformKey::KEY_FIRST, PlatformKey::KEY_LAST> GameKeyboardController::isKeyDownReportPending_ = {{}} |
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private |
Whether there was a key down event that hasn't yet been consumed with a call to ConsumeKeyPress
. Note that the key might already be released at this point, e.g. if press & release events were received one after another.
The documentation for this class was generated from the following files: