Ult3D
Implementation of "Ultimate 3D Game Engine Design & Architecture" by Allan Sherrod
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Functions | |
void | Ult::InitInput () |
void | Ult::UpdateInput () |
void | Ult::DeinitInput () |
bool | Ult::IsButtonDown (const INPUT_BUTTON btn) |
bool | Ult::IsButtonUp (const INPUT_BUTTON btn, const bool wasDown) |
void | Ult::GetMousePosition (int *mx, int *my) |
bool | Ult::GetWindowResize (int *width, int *height) |
Variables | |
bool | Ult::gShouldQuit = false |
enum Ult::INPUT_BUTTON |
void Ult::DeinitInput | ( | ) |
Deinitialize the input system.
void Ult::GetMousePosition | ( | int * | mx, |
int * | my ) |
Store the position of the mouse cursor as of the last UpdateInput call in mx and my.
bool Ult::GetWindowResize | ( | int * | width, |
int * | height ) |
If the window was resized, set width and height to the new size and return true. Otherwise, return false.
void Ult::InitInput | ( | ) |
Initialize the input system. Should be called once during game initialization.
bool Ult::IsButtonDown | ( | const INPUT_BUTTON | btn | ) |
Returns true if the input button is pressed down as of the last UpdateInput call.
bool Ult::IsButtonUp | ( | const INPUT_BUTTON | btn, |
const bool | wasDown ) |
Returns true if the input button is not pressed down and wasDown is true.
void Ult::UpdateInput | ( | ) |
Update the input system. Reads from game inputs and stores their state.
bool Ult::gShouldQuit = false |
Automatically set by UpdateInput. Is set to true when the window is given the signal to close.