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)
Encapsulates a configuration for handling and mapping user inputs to custom Options
which can be translated into programmatic or data-driven actions.
Each Input Handler can stand alone and be enabled/disabled individually.
It is also capable of handling it's own input events, or delegating them to be handled
by an outside InputProcessor.
Namespace: Visual3D.InputAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
[SerializableAttribute] public class InputHandler : Entity, IInputHandler, IKeyEventProvider, IKeyEventHandler
<SerializableAttribute> _ Public Class InputHandler _ Inherits Entity _ Implements IInputHandler, IKeyEventProvider, IKeyEventHandler
Members
| All Members | Constructors | Fields | Properties | Methods | Events |
| Member | Description | |
|---|---|---|
| InputHandler(InputManager, String) | Initializes a new instance of the InputHandler class | |
| InputHandler(InputManager, String, InputHandlerConfig) | Initializes a new instance of the InputHandler class | |
| InputHandler(InputManager, String, Priority) | Initializes a new instance of the InputHandler class | |
| InputHandler(InputManager, String, InputHandlerConfig, IInputHandler) | Initializes a new instance of the InputHandler class | |
| InputHandler(InputManager, String, Priority, InputHandlerConfig) | Initializes a new instance of the InputHandler class | |
| InputHandler(InputManager, String, Priority, InputHandlerConfig, IInputHandler) | Initializes a new instance of the InputHandler class | |
| ActionIsActive(NameID) | (Inherited from Entity.) | |
| Activate()()()() | Enables an entity and its scripted or diagrammed interactivity. (Inherited from Entity.) | |
| Activate(IComponentOwner) | Sets activity Owner and then Activates this activity. (Inherited from Entity.) | |
| ActivateAction(ActionBase) | (Inherited from Entity.) | |
| ActivateAction(NameID) | (Inherited from Entity.) | |
| Activated | (Inherited from Entity.) | |
| ActivationFrameNumber | (Inherited from Entity.) | |
| Activities | (Inherited from Entity.) | |
| Add(Object) | (Inherited from Entity.) | |
| Add(Type, Object) | (Inherited from Entity.) | |
| Add(NameID, Object) | (Inherited from Entity.) | |
| AddAction(ActionBase) | (Inherited from Entity.) | |
| AddAction(NameID, ActionBase) | (Inherited from Entity.) | |
| AddHotKey(IKeyEventHandler, Key, NameID, ModifierKeys) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddHotKey(IKeyEventHandler, Key, NameID, Boolean, ModifierKeys) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddHotKey(IKeyEventHandler, Key, NameID, KeyEventTypes, ModifierKeys) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddHotKey(IKeyEventHandler, Key, NameID, KeyEventTypes, ModifierKeyDependencies) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddHotKey(KeyMapEntry) | ||
| AddHotKeys(IKeyEventHandler, array<KeyMapEntry>[]()[][]) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddKeyHeldTrigger(IKeyEventHandler, Key, NameID) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddKeyHeldTrigger(IKeyEventHandler, Key, NameID, ModifierKeys) | (Inherited from IKeyEventHandlerExtensions.) | |
| AddKeyMapByName(String) | ||
| AssetID | (Inherited from Registered.) | |
| AssetInfo | (Inherited from Registered.) | |
| AssetOwner | Gets or sets the owner to which this asset belongs and is a member of. (Inherited from Asset.) | |
| Attach(Object) | (Inherited from Entity.) | |
| AttachedToOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| BaseAsset | (Inherited from Registered.) | |
| CanAttach(Object) | (Inherited from Entity.) | |
| CanDetach(Object) | (Inherited from Entity.) | |
| ChildOwner | (Inherited from Entity.) | |
| ComponentOwner | Owner of this component (contained in it's ".Components" container). (Inherited from EntityComponent.) | |
| Components | Components that are attached to this Entity. (Inherited from ComponentBase.) | |
| ComponentsForGlobalSceneFolders | (Inherited from ComponentBase.) | |
| ContainsAction(NameID) | (Inherited from Entity.) | |
| Context | Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills. (Inherited from ComponentBase.) | |
| CreateIdentity()()()() | (Inherited from Registered.) | |
| CreateIdentityList()()()() | (Inherited from Registered.) | |
| CreateInstance(Boolean) | Creates an instance or non-inheriting duplicate of this asset. (Inherited from Asset.) | |
| CreateService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| Deactivate()()()() | Disables an entity and its scripted or diagrammed interactivity, if it is currently enabled. (Inherited from Entity.) | |
| DeactivateAction(NameID) | (Inherited from Entity.) | |
| Deactivated | (Inherited from Entity.) | |
| DefaultHandler | ||
| Detach(Object) | (Inherited from Entity.) | |
| DetachedFromOwner(IComponentOwner) | (Inherited from EntityComponent.) | |
| Dispose()()()() | (Inherited from ComponentBase.) | |
| Disposed | Triggered anytime SceneObject Visibility is changed. (Inherited from Entity.) | |
| Do(ActionBase) | (Inherited from Entity.) | |
| EntityBase | (Inherited from Entity.) | |
| ForEachComponent<(Of <<'(TComponent>)>>)(Action<(Of <<'(TComponent>)>>)) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(T%) | (Inherited from Entity.) | |
| Get<(Of <<'(TKey, TDerived>)>>)(TDerived%) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(NameID) | (Inherited from Entity.) | |
| Get(NameID, Object%) | (Inherited from Entity.) | |
| Get<(Of <<'(T>)>>)(NameID, T%) | (Inherited from Entity.) | |
| GetAction(NameID) | (Inherited from Entity.) | |
| GetActions()()()() | (Inherited from Entity.) | |
| GetAll<(Of <<'(TComponent>)>>)()()()() | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(K, T>)>>)()()()() | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(K, T>)>>)(T%) | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(T>)>>)(T%) | (Inherited from Entity.) | |
| GetOrCreate<(Of <<'(T>)>>)(NameID, T%) | (Inherited from Entity.) | |
| GetService<(Of <<'(TService>)>>)()()()() | (Inherited from ComponentBase.) | |
| GetService<(Of <<'(TService>)>>)(TService%) | (Inherited from ComponentBase.) | |
| Handle | (Inherited from Registered.) | |
| HandleInputEvent(InputEventArgs) | Handles each InputEvent - calls SelectOption(for HotKeys) or else CustomInputProcessor. | |
| HandleInputEvent(IInputHandler, InputEventArgs) | Called when associated InputHandler receives an InputEvent.
Will perform default processing and then calls a scriptMethod to do custom processing. | |
| HandleMouseOwnershipChanged()()()() | Called by InputManager when Ownership is either granted or taken away.
Override with appropriate logic to handle this event, if needed. | |
| HandleStillPressedEvent(Key, Int32, IInputHandler) | ||
| HasComponents | (Inherited from ComponentBase.) | |
| HasHandle | (Inherited from Registered.) | |
| HasName | (Inherited from EntityComponent.) | |
| HasPrototype | Gets if a prototype has been specified to inherit instance data from. (Inherited from Asset.) | |
| HasScope | (Inherited from Registered.) | |
| HasUniqueName | Gets if a UniqueName is specified to identify this asset with respect to its owner's other members. (Inherited from Registered.) | |
| ID | (Inherited from Registered.) | |
| IDChanged | (Inherited from Registered.) | |
| Initialize()()()() | Initializes the asset so that it might be prepared for use.
By default, PrepareForUse() is called from this method as well. (Inherited from Asset.) | |
| Initialize(IComponentOwner) | (Inherited from Entity.) | |
| Initialized | (Inherited from Entity.) | |
| InputEventProcessed | Triggered after each input event is handled. | |
| InputManager | InputManager that acts as the primary processor for this InputHandler. | |
| InputManagerID | InputManager ID that acts as the primary processor for this InputHandler. | |
| InputProcessor | Indicates the InputProcessor for input events (defaults to self). | |
| InsertedHandler | ||
| IsActive | (Inherited from Entity.) | |
| IsActiveNonDisposed | (Inherited from Entity.) | |
| IsDeserialized | Indicates if Instance was created by Deserialization. (Inherited from ComponentBase.) | |
| IsDisposed | Indicates if resource has been disposed. (Inherited from Asset.) | |
| IsDisposing | Indicates if resource is in process of Disposing but not fully disposed. (Inherited from Asset.) | |
| IsEnabled | ||
| IsInitialized | Gets if this entity is currently in an initialized (and non-disposed) state. (Inherited from Asset.) | |
| IsMouseOwned | ||
| IsPrototype | (Inherited from Asset.) | |
| IsReadyForUse | Gets/sets if asset is ready to be used.
Can be set to 'true' in class constructor in order to skip Preparation logic. (Inherited from Asset.) | |
| IsSaved | Indicates if the component is to be Saved when the owning context is saved
(e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved).
Typically objects are 'Saved', unless they are transient to be programmatically created each time. (Inherited from ComponentBase.) | |
| IsSavedOnCreatingInstance | (Inherited from Asset.) | |
| KeyEvents | ||
| KeyMap | Maps the Keyboard HotKeys to the associated Input Options. | |
| KeyMapHandlers | ||
| KeyMapName | ||
| ModifierKeyDependencies | Required state of the Modifier Keys for this handler to process the inputs.
If dependencies are NOT met, the InputEvents will be ignored. | |
| Name | (Inherited from EntityComponent.) | |
| NameID | (Inherited from EntityComponent.) | |
| NotifyComponentsOfEvent<(Of <<'(TEvent>)>>)(TEvent) | (Inherited from Entity.) | |
| OnHandleInputEvent(IInputHandler, InputEventArgs) | Custom Processing Logic for Input Events. | |
| OnInputHandlerActivated(IInputHandler) | Custom StartActivity Logic. Called just before InputHandler is Started. | |
| OnInputHandlerDeactivated(IInputHandler) | Custom Stop Logic. Called just after InputHandler has been Stopped. | |
| OnMemberwiseClone()()()() | (Inherited from ComponentBase.) | |
| Owner | (Inherited from Entity.) | |
| OwnerActivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerDeactivated(IComponentOwner) | (Inherited from EntityComponent.) | |
| OwnerEntity | (Inherited from Entity.) | |
| OwnerOf<(Of <<'(TOwner>)>>)()()()() | (Inherited from Registered.) | |
| PrepareForUse()()()() | Attempts to prepare asset for use. To be sure, check "IsReadyForUse"
after calling this method to ensure it's really ready for use before using it. (Inherited from Asset.) | |
| Priority | ||
| Prototype | Gets the prototype this instance or prototype was created from and inherits components and settings from. (Inherited from Entity.) | |
| Remove<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| Remove(Object) | (Inherited from Entity.) | |
| Remove(NameID) | (Inherited from Entity.) | |
| RemoveAction<(Of <<'(T>)>>)()()()() | (Inherited from Entity.) | |
| RemoveAction(NameID) | (Inherited from Entity.) | |
| RenameKey(NameID, NameID) | (Inherited from Entity.) | |
| ReplaceAction(ActionBase) | (Inherited from Entity.) | |
| ReplaceAction(NameID, ActionBase) | (Inherited from Entity.) | |
| Reset()()()() | Called from 'Activate()' method, or can be called manually. Should initialize custom state of the Activity.
Note, that if the Activity is currently executing, this should have no effect upon the current Activity state. (Inherited from Entity.) | |
| Scheduler | (Inherited from Entity.) | |
| SchedulerID | (Inherited from Entity.) | |
| Scope | (Inherited from Registered.) | |
| SelectOptionID(IControl, GuiEventType) | Allows Options to be selected programmatically. | |
| SelectOptionID(Object, NameID, GuiEventType) | ||
| Set<(Of <<'(T>)>>)(T) | (Inherited from Entity.) | |
| Set(Type, Object) | (Inherited from Entity.) | |
| Set(NameID, Object) | (Inherited from Entity.) | |
| SetInputConfig(InputHandlerConfig) | ||
| SourceFile | Gets/Sets the source file for this program. (Inherited from Asset.) | |
| StillPressedManager | StillPressed Configuration to handled sustained key or button presses. | |
| StorageModule | (Inherited from Registered.) | |
| ToggleMouseOwnership(Boolean, ModifierKeyDependencies, String) | ||
| ToString()()()() | (Inherited from Entity.) | |
| TriggerAIEvent(BaseEvent) | (Inherited from Entity.) | |
| TriggerEvent(BaseEvent) | (Inherited from Entity.) | |
| UniqueName | (Inherited from Registered.) | |
| Update()()()() | Method to be called at a fixed interval (i.e. 'UpdateTimeInterval') by the scheduler to do regular update events. (Inherited from Entity.) | |
| UpdateTimeInterval | Time interval at which the 'Update()' will be called by the scheduler upon Activation of this Entity. (Inherited from Entity.) | |
| VisualEntity(Entity) | (Inherited from EntityExtensions.) |
Inheritance Hierarchy
System..::..Object
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
Visual3D.Input..::..InputHandler
Visual3D.Input.CommonHandlers..::..CameraControlModeToggler
Visual3D.Input.CommonHandlers..::..SceneObjectManipulator
Visual3D.Input.CommonHandlers..::..SceneObjectSelector
Visual3D.Input.CommonHandlers..::..TerrainNavigatorTarget..::..MouseHandler
Visual3D.Input..::..InputController
Visual3D.Input..::..InputEventDispatcher
Visual3D.Input..::..InputHandlerActivityLauncher
Visual3D..::..Light..::..LightDesignGrip..::..DraggableMark
Visual3D.UI..::..MouseCursor
Visual3D.EntityModel..::..ComponentBase
Visual3D.EntityModel..::..EntityComponent
Visual3D..::..Registered
Visual3D..::..Asset
AssetOwner
Visual3D..::..Entity
Visual3D.Input..::..InputHandler
Visual3D.Input.CommonHandlers..::..CameraControlModeToggler
Visual3D.Input.CommonHandlers..::..SceneObjectManipulator
Visual3D.Input.CommonHandlers..::..SceneObjectSelector
Visual3D.Input.CommonHandlers..::..TerrainNavigatorTarget..::..MouseHandler
Visual3D.Input..::..InputController
Visual3D.Input..::..InputEventDispatcher
Visual3D.Input..::..InputHandlerActivityLauncher
Visual3D..::..Light..::..LightDesignGrip..::..DraggableMark
Visual3D.UI..::..MouseCursor