Component you add to your GameObject to handle input, eg. add input bindings and mouse axis bindings. More...
#include <SDL3/SDL.h>#include <functional>#include <string>#include <unordered_map>#include <vector>Go to the source code of this file.
Classes | |
| struct | vex::InputBinding |
| Struct representing an input binding. SDL_Scancode, state and std::function containing the action to be performed. More... | |
| struct | vex::MouseAxisBinding |
| Struct representing an axis binding. Axis and std::function containing the action to be performed. More... | |
| struct | vex::GamepadButtonBinding |
| Struct for Gamepad Button bindings. More... | |
| struct | vex::GamepadAxisBinding |
| Struct for Gamepad Axis bindings (Joysticks/Triggers). More... | |
| struct | vex::InputComponent |
| Component you add to your GameObject to handle input, eg. add input bindings and mouse axis bindings. More... | |
Namespaces | |
| namespace | vex |
Enumerations | |
| enum class | vex::InputActionState { Pressed , Released , Held } |
| Enum representing the state of an input action. More... | |
| enum class | vex::MouseAxis { X , Y } |
| Enum representing the axis of a mouse. More... | |
Component you add to your GameObject to handle input, eg. add input bindings and mouse axis bindings.
Definition in file InputComponent.hpp.
| #define SDL_MAIN_HANDLED |
Definition at line 8 of file InputComponent.hpp.