Drag[en]gine Game Engine  1.21
deInputSystem Class Reference

Input system acquiring input from the user. More...

#include <deInputSystem.h>

Inheritance diagram for deInputSystem:
deBaseSystem

Public Member Functions

Constructors and Destructors
 deInputSystem (deEngine *engine)
 Create input system. More...
 
virtual ~deInputSystem ()
 Clean up input system. More...
 
Management
deBaseInputModuleGetActiveModule () const
 Active module or NULL if none is active. More...
 
deInputEventQueueGetEventQueue () const
 Input queue. More...
 
void ClearEventQueues ()
 Clear event queues. More...
 
void ScreenSizeChanged ()
 Notify active input module screen size changed. More...
 
void AppActivationChanged ()
 Notify active input module Application activated or deactivated. More...
 
bool GetCaptureInputDevices () const
 Input devices are captured by the active input module if supported. More...
 
void SetCaptureInputDevices (bool captureInputDevices)
 Set if input devices are captured by the active input module if supported. More...
 
Overloadables
virtual void SetActiveModule (deLoadableModule *module)
 Set active loadable module. More...
 
virtual void ClearPermanents ()
 Clearcross references and links that could lead to memory leaks. More...
 
virtual void PostStart ()
 Carry out here actions right after the system started up. More...
 
virtual void PreStop ()
 Carry out here actions right before the system shuts down. More...
 
- Public Member Functions inherited from deBaseSystem
 deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType)
 Create new base system linked to the given engine. More...
 
virtual ~deBaseSystem ()
 Clean up base system. More...
 
deEngineGetEngine () const
 Linked game engine. More...
 
deLoadableModuleGetActiveLoadableModule () const
 Active loadable module. More...
 
bool GetIsRunning () const
 System is running. More...
 
bool GetHasFailed () const
 System has failed during runtime. More...
 
const decStringGetSystemName () const
 System name. More...
 
virtual bool CanStart ()
 
void SetHasFailed (bool hasFailed)
 Set if system has failed. More...
 
virtual void Start ()
 Start system and the active loadable module. More...
 
virtual void Stop ()
 Stop system and the active loadable module. More...
 
void CheckAndActivateFirst (deModuleSystem::eModuleTypes type)
 Check if at least one module is working and select the first one. More...
 
void LogInfo (const char *message)
 Output information message on the console. More...
 
void LogInfoFormat (const char *message,...)
 Output formated information message on the console. More...
 
void LogInfoFormatUsing (const char *message, va_list args)
 Output formated information message on the console. More...
 
void LogWarn (const char *message)
 Output warning message on the console. More...
 
void LogWarnFormat (const char *message,...)
 Output formated warning message on the console. More...
 
void LogWarnFormatUsing (const char *message, va_list args)
 Output formated warning message on the console. More...
 
void LogError (const char *message)
 Output error message on the console. More...
 
void LogErrorFormat (const char *message,...)
 Output formated error message on the console. More...
 
void LogErrorFormatUsing (const char *message, va_list args)
 Output formated error message on the console. More...
 
void LogException (const deException &exception)
 Output exception as error message on the console. More...
 

Detailed Description

Input system acquiring input from the user.

Supported input devices are all devices found on the host system which can be used to provide digital or analog input.

Constructor & Destructor Documentation

◆ deInputSystem()

deInputSystem::deInputSystem ( deEngine engine)

Create input system.

◆ ~deInputSystem()

virtual deInputSystem::~deInputSystem ( )
virtual

Clean up input system.

Member Function Documentation

◆ AppActivationChanged()

void deInputSystem::AppActivationChanged ( )

Notify active input module Application activated or deactivated.

◆ ClearEventQueues()

void deInputSystem::ClearEventQueues ( )

Clear event queues.

◆ ClearPermanents()

virtual void deInputSystem::ClearPermanents ( )
virtual

Clearcross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ GetActiveModule()

deBaseInputModule* deInputSystem::GetActiveModule ( ) const
inline

Active module or NULL if none is active.

◆ GetCaptureInputDevices()

bool deInputSystem::GetCaptureInputDevices ( ) const
inline

Input devices are captured by the active input module if supported.

◆ GetEventQueue()

deInputEventQueue& deInputSystem::GetEventQueue ( ) const
inline

Input queue.

◆ PostStart()

virtual void deInputSystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

◆ PreStop()

virtual void deInputSystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

◆ ScreenSizeChanged()

void deInputSystem::ScreenSizeChanged ( )

Notify active input module screen size changed.

◆ SetActiveModule()

virtual void deInputSystem::SetActiveModule ( deLoadableModule module)
virtual

Set active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ SetCaptureInputDevices()

void deInputSystem::SetCaptureInputDevices ( bool  captureInputDevices)

Set if input devices are captured by the active input module if supported.


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