VEX Engine
Retro looking game engine made in vulkan mostly because i wanted to understand it better.
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InputComponent.hpp File Reference

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...

Detailed Description

Component you add to your GameObject to handle input, eg. add input bindings and mouse axis bindings.

Author
Eryk Roszkowski

Definition in file InputComponent.hpp.

Macro Definition Documentation

◆ SDL_MAIN_HANDLED

#define SDL_MAIN_HANDLED

Definition at line 8 of file InputComponent.hpp.