Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
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.Input
Assembly: 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  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
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

See Also