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dEngine
Simple 2D C++ game engine
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An input controller. More...
#include <InputController.h>
Public Member Functions | |
| InputController (GameObject &parent) | |
| void | Update () |
| Update function. More... | |
Public Member Functions inherited from dengine::Component | |
| Component (GameObject &parent) | |
| Create a new component for a gameobject. More... | |
| virtual void | NotifyCollision (GameObject &other) |
| std::string | GetName () |
| Returns the component's name. More... | |
| virtual void | Start () |
| Start the object To be called by the GameObject's Start method. This should be called at the beginning of instantiation. More... | |
| virtual void | Render () |
Public Attributes | |
| const Uint8 * | keystates |
| Keyboard key states. More... | |
Additional Inherited Members | |
Protected Attributes inherited from dengine::Component | |
| GameObject & | parent |
| std::string | name |
An input controller.
| InputController::InputController | ( | GameObject & | parent | ) |
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virtual |
Update function.
Runs every frame, managing actions based upon current keystates
Reimplemented from dengine::Component.
| const Uint8* dengine::InputController::keystates |
Keyboard key states.
1.8.13