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Fx2D
A C++20 2D rigid-body physics engine
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Input state read by gameplay code or injected by a headless producer. More...
#include <Input.h>
Public Member Functions | |
| bool | key_down (FxKey key) const |
| bool | key_pressed (FxKey key) const |
| bool | key_released (FxKey key) const |
| bool | mouse_down (FxMouseButton button) const |
| bool | mouse_pressed (FxMouseButton button) const |
| bool | mouse_released (FxMouseButton button) const |
| const FxVec2f & | mouse_position () const |
| const FxVec2f & | mouse_screen_position () const |
| FxVec2f | mouse_delta () const |
| float | wheel_delta () const |
| bool | available () const |
| void | begin_frame () |
| void | set_key (FxKey key, bool down) |
| void | set_mouse_button (FxMouseButton button, bool down) |
| void | set_mouse_position (const FxVec2f &world, const FxVec2f &screen) |
| void | set_wheel_delta (float delta) |
| void | release_all () |
| void | clear () |
Static Public Attributes | |
| static constexpr size_t | kKeyCount = static_cast<size_t>(FxKey::Count) |
| static constexpr size_t | kButtonCount = static_cast<size_t>(FxMouseButton::Count) |
Input state read by gameplay code or injected by a headless producer.
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