InputManager
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* Class: InputManager
Singleton input manager.~
Handle various sources such as keyboard, mouse and gamepa...
It emit 'E_ACTION_ONCE' with data { actionId }.~
It emit 'E_ACTION' with data { actionId }.~
It emit 'E_ACTION_RELEASED' with data { actionId }~
It emit 'E_MOUSE_DOWN' with data { buttons }~
It emit 'E_MOUSE_UP'~
It emit 'E_MOUSE_MOVE' with data { movementX, movementY }~
It emit 'E_MOUSE_DRAG' with data { movementX, movementY }~
It emit 'E_MOUSE_WHEEL' with data { delta }~
It emit 'E_POINTER_LOCK_CHANGED' with data { lockChanged }~
It emit 'E_GAMEPAD_CONNECTED' with data { id }~
It emit 'E_GAMEPAD_DISCONNECTED' with data { id }~
It emit 'E_GAMEPAD_REMOVED' with data { id }~
~
Default actions table:~
■ ACTION => KEYBOARD => GAMEPAD~
■ OK => Enter => 0~
■ BACK => Escape => 1~
■ SELECT => Space => BtnSelect~
■ LEFT => ArrowLeft => PadLeft~
■ RIGHT => ArrowRight => PadRight~
■ UP => ArrowUp => PadTop~
■ DOWN => ArrowDown => PadBottom~
** Constructors
- ''new InputManager''(): InputManager~
** Methods
- ''getDragDelta''(): vec2~
Returns the current drag movement.~
~
- ''getMousePosition''(): vec2~
Returns the mouse position.~
~
- ''getMouseWheel''(): number~
Returns the mouse wheel value.~
~
- ''getPad''(index: number)~
Returns a pad or undefined if not found.~
Note: Pads are automatically added on plug-in.~
-- ''index'': The index of the pad.~
~
- ''getPadAxis''(index: number, axis: number): number~
Returns a pad axis value or zero if not found.~
-- ''index'': The index of the pad.~
-- ''axis'': The index of the pad.~
~
- ''isActiveAction''(actionId: string)~
Checks if an action is currently active.~
-- ''actionId'': The action identifier.~
~
- ''isActiveActions''(actionIds: string[]): boolean~
Checks if all specified actions is currently active.~
-- ''actionIds'': The action identifier.~
~
- ''isJustActiveAction''(actionId: string): boolean~
Checks if an action is just active.~
-- ''actionId'': The action identifier.~
~
- ''isJustActiveActions''(actionIds: string[]): boolean~
Checks if all specified actions is just active.~
-- ''actionIds'': The action identifier.~
~
- ''isMouseDown''(): boolean~
Checks if mouse click is currently active.~
~
- ''isPointerLockCaptured''(): boolean~
Checks if pointer lock is captured.~
~
- ''isPointerLockEnabled''(): boolean~
Checks if pointer lock is enabled.~
~
- ''registerAction''(inputSource: InputSource, eventKey: ...
Add an action mapping.~
-- ''inputSource'': The device from which the input is re...
-- ''eventKey'': The key or button that triggers the acti...
-- ''actionId'': The unique action identifier.~
~
- ''removePad''(id: string): void~
Removes a pad.~
-- ''id'': The unique identifier of the pad~
~
- ''setPointerLockEnabled''(enabled: boolean): void~
Enable pointer lock state.~
-- ''enabled'': The enabled flag.~
~
- ''unregisterAction''(inputSource: InputSource, eventKey...
Remove an action mapping.~
-- ''inputSource'': The device from which the input is re...
-- ''eventKey'': The key or button that triggers the acti...
~
- ''update''(ts: number): void~
The update function.~
-- ''ts'': The timestep.~
End:
* Class: InputManager
Singleton input manager.~
Handle various sources such as keyboard, mouse and gamepa...
It emit 'E_ACTION_ONCE' with data { actionId }.~
It emit 'E_ACTION' with data { actionId }.~
It emit 'E_ACTION_RELEASED' with data { actionId }~
It emit 'E_MOUSE_DOWN' with data { buttons }~
It emit 'E_MOUSE_UP'~
It emit 'E_MOUSE_MOVE' with data { movementX, movementY }~
It emit 'E_MOUSE_DRAG' with data { movementX, movementY }~
It emit 'E_MOUSE_WHEEL' with data { delta }~
It emit 'E_POINTER_LOCK_CHANGED' with data { lockChanged }~
It emit 'E_GAMEPAD_CONNECTED' with data { id }~
It emit 'E_GAMEPAD_DISCONNECTED' with data { id }~
It emit 'E_GAMEPAD_REMOVED' with data { id }~
~
Default actions table:~
■ ACTION => KEYBOARD => GAMEPAD~
■ OK => Enter => 0~
■ BACK => Escape => 1~
■ SELECT => Space => BtnSelect~
■ LEFT => ArrowLeft => PadLeft~
■ RIGHT => ArrowRight => PadRight~
■ UP => ArrowUp => PadTop~
■ DOWN => ArrowDown => PadBottom~
** Constructors
- ''new InputManager''(): InputManager~
** Methods
- ''getDragDelta''(): vec2~
Returns the current drag movement.~
~
- ''getMousePosition''(): vec2~
Returns the mouse position.~
~
- ''getMouseWheel''(): number~
Returns the mouse wheel value.~
~
- ''getPad''(index: number)~
Returns a pad or undefined if not found.~
Note: Pads are automatically added on plug-in.~
-- ''index'': The index of the pad.~
~
- ''getPadAxis''(index: number, axis: number): number~
Returns a pad axis value or zero if not found.~
-- ''index'': The index of the pad.~
-- ''axis'': The index of the pad.~
~
- ''isActiveAction''(actionId: string)~
Checks if an action is currently active.~
-- ''actionId'': The action identifier.~
~
- ''isActiveActions''(actionIds: string[]): boolean~
Checks if all specified actions is currently active.~
-- ''actionIds'': The action identifier.~
~
- ''isJustActiveAction''(actionId: string): boolean~
Checks if an action is just active.~
-- ''actionId'': The action identifier.~
~
- ''isJustActiveActions''(actionIds: string[]): boolean~
Checks if all specified actions is just active.~
-- ''actionIds'': The action identifier.~
~
- ''isMouseDown''(): boolean~
Checks if mouse click is currently active.~
~
- ''isPointerLockCaptured''(): boolean~
Checks if pointer lock is captured.~
~
- ''isPointerLockEnabled''(): boolean~
Checks if pointer lock is enabled.~
~
- ''registerAction''(inputSource: InputSource, eventKey: ...
Add an action mapping.~
-- ''inputSource'': The device from which the input is re...
-- ''eventKey'': The key or button that triggers the acti...
-- ''actionId'': The unique action identifier.~
~
- ''removePad''(id: string): void~
Removes a pad.~
-- ''id'': The unique identifier of the pad~
~
- ''setPointerLockEnabled''(enabled: boolean): void~
Enable pointer lock state.~
-- ''enabled'': The enabled flag.~
~
- ''unregisterAction''(inputSource: InputSource, eventKey...
Remove an action mapping.~
-- ''inputSource'': The device from which the input is re...
-- ''eventKey'': The key or button that triggers the acti...
~
- ''update''(ts: number): void~
The update function.~
-- ''ts'': The timestep.~
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