Player inputs
Actors tend to be pretty boring when you can't control them. To aid in mapping events to inputs, we can make use of the following three systems:
System name |
Description |
---|---|
IHardwareMouse |
Used when there is a need for getting mouse events directly, such as x/y screen position and mousewheel delta. |
IActionMapManager |
Allows the registration of callbacks linked to key bindings. This is the preferred approach for keyboard and mouse button input due to it allowing each player to customize their preferred inputs via their action map profile. Action maps are commonly exposed via an in-game interface to simplify key mapping for the end user. |
IInput |
Used to listen to raw input events, for example, to detect when the Space bar was pressed or released. It is not recommended to use raw input except for rare edge cases such as chat and text input, instead action maps are preferable. |
The hardware mouse
The hardware mouse implementation provides the IHardwareMouseEventListener
struct to...