| dEngine
    Simple 2D C++ game engine | 
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 | ) | 
| 
 | 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
 1.8.13