Paradox Game Engine  v1.0.0 beta06
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SiliconStudio.Paradox.Input.InputManager Class Reference
Inheritance diagram for SiliconStudio.Paradox.Input.InputManager:
SiliconStudio.Paradox.Input.InputManagerBase SiliconStudio.Paradox.Games.GameSystemBase SiliconStudio.Core.ComponentBase SiliconStudio.Paradox.Games.IGameSystemBase SiliconStudio.Paradox.Games.IUpdateable SiliconStudio.Paradox.Games.IDrawable SiliconStudio.Paradox.Games.IContentable SiliconStudio.Core.IComponent SiliconStudio.Core.ICollectorHolder SiliconStudio.Core.IReferencable SiliconStudio.Core.IComponent SiliconStudio.Core.IReferencable SiliconStudio.Core.IReferencable

Additional Inherited Members

- Public Member Functions inherited from SiliconStudio.Paradox.Input.InputManagerBase
virtual float GetVirtualButton (int configIndex, object bindingName)
 Gets a binding value for the specified name and the specified config extract from the current VirtualButtonConfigSet. More...
 
virtual GamePadState GetGamePad (int gamepadIndex)
 Gets the state of the specified gamepad. More...
 
bool IsKeyDown (Keys key)
 Determines whether the specified key is being pressed down. More...
 
bool IsKeyPressed (Keys key)
 Determines whether the specified key is pressed since the previous update. More...
 
bool IsKeyReleased (Keys key)
 Determines whether the specified key is released since the previous update. More...
 
bool HasDownMouseButtons ()
 Determines whether one or more of the mouse buttons are down More...
 
bool HasReleasedMouseButtons ()
 Determines whether one or more of the mouse buttons are released More...
 
bool HasPressedMouseButtons ()
 Determines whether one or more of the mouse buttons are pressed More...
 
bool IsMouseButtonDown (MouseButton mouseButton)
 Determines whether the specified mouse button is being pressed down. More...
 
bool IsMouseButtonPressed (MouseButton mouseButton)
 Determines whether the specified mouse button is pressed since the previous update. More...
 
bool IsMouseButtonReleased (MouseButton mouseButton)
 Determines whether the specified mouse button is released. More...
 
virtual void Scan ()
 Rescans all input devices in order to query new device connected. See remarks. More...
 
override void Update (GameTime gameTime)
 This method is called when this game component is updated. More...
 
- Public Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
virtual bool BeginDraw ()
 Starts the drawing of a frame. This method is followed by calls to Draw and EndDraw. More...
 
virtual void Draw (GameTime gameTime)
 Draws this instance. More...
 
virtual void EndDraw ()
 Ends the drawing of a frame. This method is preceeded by calls to Draw and BeginDraw. More...
 
virtual void Initialize ()
 This method is called when the component is added to the game. More...
 
- Public Member Functions inherited from SiliconStudio.Core.ComponentBase
void Dispose ()
 
override string ToString ()
 
- Public Attributes inherited from SiliconStudio.Core.ComponentBase
PropertyContainer Tags
 Gets the attached properties to this component. More...
 
- Static Public Attributes inherited from SiliconStudio.Paradox.Input.InputManagerBase
static Logger Logger = GlobalLogger.GetLogger("Input")
 
- Protected Member Functions inherited from SiliconStudio.Paradox.Games.GameSystemBase
 GameSystemBase (IServiceRegistry registry)
 Initializes a new instance of the GameSystemBase class. More...
 
virtual void OnDrawOrderChanged (object source, EventArgs e)
 
virtual void OnUpdateOrderChanged (object source, EventArgs e)
 
virtual void LoadContent ()
 Loads the assets. More...
 
virtual void UnloadContent ()
 Called when graphics resources need to be unloaded. Override this method to unload any game-specific graphics resources. More...
 
- Protected Member Functions inherited from SiliconStudio.Core.ComponentBase
 ComponentBase ()
 Initializes a new instance of the ComponentBase class. More...
 
 ComponentBase (string name)
 Initializes a new instance of the ComponentBase class. More...
 
virtual void OnNameChanged ()
 Called when Name property was changed. More...
 
virtual void Destroy ()
 Disposes of object resources. More...
 
- Properties inherited from SiliconStudio.Paradox.Input.InputManagerBase
GestureConfigCollection ActivatedGestures [get, set]
 List of the gestures to recognize. More...
 
float MouseWheelDelta [get, set]
 Gets the delta value of the mouse wheel button since last frame. More...
 
VirtualButtonConfigSet VirtualButtonConfigSet [get, set]
 Gets or sets the configuration for virtual buttons. More...
 
List< PointerEventPointerEvents [get, set]
 Gets a collection of pointer events since the previous updates. More...
 
List< GestureEventGestureEvents [get, set]
 Gets the collection of gesture events since the previous updates. More...
 
bool HasGamePad [get]
 Gets a value indicating whether gamepads are available. More...
 
int GamePadCount [get]
 Gets the number of gamepad connected. More...
 
bool HasKeyboard [get, set]
 Gets a value indicating whether the keyboard is available. More...
 
bool HasMouse [get, set]
 Gets a value indicating whether the mouse is available. More...
 
bool HasPointer [get, set]
 Gets a value indicating whether pointer device is available. More...
 
List< KeysKeyDown [get, set]
 Gets the list of keys being pressed down. More...
 
List< KeyEventKeyEvents [get, set]
 Gets the list of key events (pressed or released) since the previous update. More...
 
Vector2 MousePosition [get, set]
 Gets the mouse position. More...
 
abstract bool MultiTouchEnabled [get, set]
 Gets or sets the value indicating if simultaneous multiple finger touches are enabled or not. If not enabled only the events of one finger at a time are triggered. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.GameSystemBase
GameBase Game [get]
 Gets the Game associated with this GameSystemBase. This value can be null in a mock environment. More...
 
IServiceRegistry Services [get]
 Gets the services registry. More...
 
IAssetManager Asset [get]
 Gets the content manager. More...
 
GraphicsDevice GraphicsDevice [get]
 Gets the graphics device. More...
 
bool Visible [get, set]
 
int DrawOrder [get, set]
 
bool Enabled [get, set]
 
int UpdateOrder [get, set]
 
- Properties inherited from SiliconStudio.Core.ComponentBase
long Id [get, set]
 
string Name [get, set]
 Gets or sets the name of this component. More...
 
bool IsDisposed [get, set]
 Has the component been disposed or not yet. More...
 
- Properties inherited from SiliconStudio.Core.IComponent
long Id [get]
 Gets the id of this component. More...
 
string Name [get]
 Gets the name of this component. More...
 
- Properties inherited from SiliconStudio.Core.IReferencable
int ReferenceCount [get]
 Gets the reference count of this instance. More...
 
- Properties inherited from SiliconStudio.Core.ICollectorHolder
ObjectCollector Collector [get]
 Gets the collector. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IUpdateable
bool Enabled [get]
 Gets a value indicating whether the game component's Update method should be called by GameBase.Update. More...
 
int UpdateOrder [get]
 Gets the update order relative to other game components. Lower values are updated first. More...
 
- Properties inherited from SiliconStudio.Paradox.Games.IDrawable
bool Visible [get]
 Gets a value indicating whether the Draw method should be called by GameBase.Draw. More...
 
int DrawOrder [get]
 Gets the draw order relative to other objects. IDrawable objects with a lower value are drawn first. More...
 
- Events inherited from SiliconStudio.Paradox.Games.GameSystemBase
EventHandler< EventArgsDrawOrderChanged
 
EventHandler< EventArgsVisibleChanged
 
EventHandler< EventArgsEnabledChanged
 
EventHandler< EventArgsUpdateOrderChanged
 
- Events inherited from SiliconStudio.Paradox.Games.IUpdateable
EventHandler< EventArgsEnabledChanged
 Occurs when the Enabled property changes. More...
 
EventHandler< EventArgsUpdateOrderChanged
 Occurs when the UpdateOrder property changes. More...
 
- Events inherited from SiliconStudio.Paradox.Games.IDrawable
EventHandler< EventArgsDrawOrderChanged
 Occurs when the DrawOrder property changes. More...
 
EventHandler< EventArgsVisibleChanged
 Occurs when the Visible property changes. More...
 

Detailed Description

Definition at line 5 of file InputManager.cs.


The documentation for this class was generated from the following file: