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Ignore:
Timestamp:
Sep 15, 2008, 12:40:40 PM (17 years ago)
Author:
rgrieder
Message:

Added a master InputState that is always active (except of course in game state 'ioConsole' when there is no InputManager in the first place)
This is necessary to call the console whenever you like. The state is of 'extended' nature, so it can hold an arbitrary number of Handlers.
The KeyBinder however is not yet configured to manage multiple keybindings.ini —> next job ;)

File:
1 edited

Legend:

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  • code/trunk/src/core/input/InputManager.h

    r1755 r1788  
    129129        InputState* getState       (const std::string& name);
    130130        InputState* getCurrentState();
     131        ExtendedInputState* getMasterInputState() { return this->stateMaster_; }
    131132        bool requestDestroyState   (const std::string& name);
    132133        bool requestEnterState     (const std::string& name);
     
    200201        SimpleInputState*                   stateCalibrator_;
    201202        SimpleInputState*                   stateEmpty_;
     203        ExtendedInputState*                 stateMaster_;          //!< Always active master input state
    202204
    203205        std::map<std::string, InputState*>  inputStatesByName_;
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