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Inherits Service.
Inherited by ActionMapperImpl.
List of all members.
Detailed Description
Convert between physical input events ("the [J] key was pressed") and logical game actions ("jump").
Start by creating new logical game objects -- toggles, triggers, and axes -- then map one or more physical input objects to these logical objects.
Member Function Documentation
| virtual bool ActionMapper::bind |
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const Char * |
physical, |
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const Char * |
logical |
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) |
[pure virtual] |
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Binds a physical input object, such as a keyboard button, to a logical object like a trigger. -
Parameters:
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| physical |
A description of the physics input object to be bound. For a keyboard button, this is the name of the button (see F4/Services/System/Src/key_event.cpp for a complete list). For a game controller, the format is "ctrl0.+axis0" for the positive half of the first axis on the first controller, or "ctrl0.btn0" for the first button. Mouse buttons may be mapped ("mouse.btn0") but currently not the mouse axes. |
| logical |
The name of the logical input object, specified in the call to createTrigger(), etc. If this parameter is NULL, the binding is removed. |
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Returns:
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True if successful, false if physical is improperly formatted or does not refer to an actual physical object.
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Scripted as:
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bind(string, string)
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| virtual bool ActionMapper::createAxis |
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const Char * |
name, |
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Float |
rampUp, |
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Float |
rampDn |
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) |
[pure virtual] |
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An "axis" has a value which ranges from 0.0 to 1.0, and fires an event whenever it's value changes. This corresponds to one half of a physical input axis. -
Parameters:
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| name |
A unique identifier for the object. |
| rampUp |
Used to convert from a digital button to an analog axis value. This controls how quickly the axis will move from 0.0 to 1.0 when the button is pressed, in seconds. |
| rampDn |
Used to convert from a digital button to an analog axis value. This controls how quickly the axis will move from 1.0 to 0.0 when the button is released, in seconds. |
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Scripted as:
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bool createAxis(string)
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| virtual bool ActionMapper::createToggle |
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const Char * |
name, |
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Float |
pressAt, |
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Float |
relAt |
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) |
[pure virtual] |
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A "toggle" fires an event when it is pressed and another when it is released. -
Parameters:
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| name |
A unique identifier for the object. |
| pressAt |
Used to convert from an analog axis to a digital button. This is the axis position at which the state will switch from "released" to "pressed". |
| relAt |
Used to convert from an analog axis to a digital button. This is the axis position at which the state will switch from "pressed" to "released". |
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Scripted as:
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bool createToggle(string)
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| virtual bool ActionMapper::createTrigger |
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const Char * |
name, |
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Float |
pressAt, |
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Float |
relAt |
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) |
[pure virtual] |
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A "trigger" fires an event when it is pressed (but not when it is released). -
Parameters:
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| name |
A unique identifier for the object. |
| pressAt |
Used to convert from an analog axis to a digital button. This is the axis position at which the state will switch from "released" to "pressed". |
| relAt |
Used to convert from an analog axis to a digital button. This is the axis position at which the state will switch from "pressed" to "released". |
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Scripted as:
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bool createTrigger(string)
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| virtual bool ActionMapper::translate |
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Event * |
event |
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[pure virtual] |
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Translate a physical input event to a logical action. If a mapping exists, a new Action event will be added to the event queue. This is called automatically for all unhandled user input events. |
The documentation for this struct was generated from the following file:
Flat Four Engine
Copyright (C) 2001 by 379, Inc.
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