class
#include <Jazz2/UI/ControlScheme.h>
ControlScheme Provides access to a user configured control scheme.
Public static variables
-
static std::
int32_t MaxSupportedPlayers constexpr - Maximum number of supported local players.
-
static std::
int32_t MaxConnectedGamepads constexpr - Maximum number of supported connected gamepads.
Public static functions
- static void Reset()
- Resets all bindings to default.
-
static auto FetchProcessedInput(std::
int32_t playerIndex, const BitArray& pressedKeys, const ArrayView<const JoyMappedState*> joyStates, bool analogAsButtons = true) -> ProcessedInput - Fetches processed standard input for specified player according to the current bindings.
-
static auto FetchNativation(const BitArray& pressedKeys,
const ArrayView<const JoyMappedState*> joyStates,
NavigationFlags flags = NavigationFlags::
AllowAll) -> std:: uint32_t - Fetches navigation input according to the current bindings.
- static auto GetAllMappings() -> ArrayView<ControlSchemeMapping>
- Returns the entire mapping configuration.
-
static auto GetMappings(std::
int32_t playerIdx) -> ArrayView<ControlSchemeMapping> - Returns a mapping configuration for a given player index.
-
static auto GetGamepadForPlayer(std::
int32_t playerIdx) -> std:: int32_t - Returns a gamepad index for a given player index.
- static auto CreateTarget(Keys key) -> MappingTarget
- Creates mapping target for a given key.
-
static auto CreateTarget(std::
uint32_t gamepadIndex, ButtonName button) -> MappingTarget - Creates mapping target for a given gamepad button.
-
static auto CreateTarget(std::
uint32_t gamepadIndex, AxisName axis, bool negative = false) -> MappingTarget - Creates mapping target for a given gamepad axis.
Constructors, destructors, conversion operators
- ControlScheme() deleted
- ~ControlScheme() deleted