Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Intermediate interface used before we refactor the Gui/Input systems.
Namespace: Visual3D.InputAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public interface IInputHandler
Public Interface IInputHandler
Members
| All Members | Properties | Methods |
| Member | Description | |
|---|---|---|
| HandleInputEvent(IInputHandler, InputEventArgs) | Called for each new Input Event, to handle the event. Set "inputEvent.HandledBy = this" to handle the event. | |
| HandleStillPressedEvent(Key, Int32, IInputHandler) | Indicates if the "StillPressed" event is handled, which means ongoing processing occurs until Input key is released. | |
| InputProcessor | ||
| IsHandlerActive | ||
| KeyMap | ||
| OnHandleInputEvent(IInputHandler, InputEventArgs) | Called for each new Input Event that matches the profile for this Processor. | |
| OnInputHandlerActivated(IInputHandler) | Called each time this processor is activated. | |
| OnInputHandlerDeactivated(IInputHandler) | Called each time this processor is de-activated. | |
| StillPressedManager | The manager which will handle the ongoing "StillPressed" events. |