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Voxellancer
0.3
A game about voxels in space
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Public Member Functions | |
| void | resizeEvent (const unsigned int width, const unsigned int height) |
| void | keyCallback (int key, int scancode, int action, int mods) |
| void | mouseButtonCallback (int button, int action, int mods) |
| void | update (float deltaSec) |
Protected Member Functions | |
| void | toggleControls () |
| void | processUpdate () |
| void | processMouseUpdate (float deltaSec) |
| void | processHMDUpdate () |
| void | applyUpdates () |
| void | processFireActions () |
| void | processMoveActions () |
| void | processRotateActions () |
| void | processTargetSelectActions () |
| float | getInputValue (ActionKeyMapping *action) |
| float | getInputValue (InputMapping mapping) |
| void | addActionsToVector () |
| void | setupJoystickControls () |
| void | retrieveInputValues () |
| void | placeCrossHair (double winX, double winY) |
Protected Attributes | |
| InputConfigurator * | m_inputConfigurator |
| SecondaryInputValues | m_secondaryInputValues |
| std::vector< ActionKeyMapping * > | m_actions |
| bool | m_centerCrosshair |
| glm::vec2 | m_lastMousePos |
| bool | m_mouseControl |
| int | m_cursorMaxDistance |
| int | m_lastfocus |
| float | m_currentTimePressed |
| Property< float > | prop_deadzoneMouse |
| Property< float > | prop_deadzoneGamepad |
| Property< float > | prop_maxClickTime |
| ActionKeyMapping | fireAction |
| ActionKeyMapping | rocketAction |
| ActionKeyMapping | moveLeftAction |
| ActionKeyMapping | moveRightAction |
| ActionKeyMapping | moveForwardAction |
| ActionKeyMapping | moveBackwardAction |
| ActionKeyMapping | rotateLeftAction |
| ActionKeyMapping | rotateRightAction |
| ActionKeyMapping | rotateUpAction |
| ActionKeyMapping | rotateDownAction |
| ActionKeyMapping | rotateClockwiseAction |
| ActionKeyMapping | rotateCClockwiseAction |
| ActionKeyMapping | selectNextAction |
| ActionKeyMapping | selectPreviousAction |
| glm::vec3 | m_moveUpdate |
| glm::vec3 | m_rotateUpdate |
| bool | m_fireUpdate |
| bool | m_rocketUpdate |
| void GamePlayRunningInput::update | ( | float | deltaSec | ) |
Check here for every-frame events, e.g. view & movement controls