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