Namespace PopcorningGuineaPig.Engine.Input
Classes
ContextStack
Manages a stack of input contexts with priority-based resolution. Allows for layered input handling (e.g., menus over gameplay).
InputBinding
Represents a binding between an input and a command. Defines how input events are mapped to command execution.
InputContext
Represents a context for input bindings with priority-based resolution. Input contexts allow for scene-specific or layered input handling.
InputEvent
Represents an input event that occurred.
InputManager
Manages high-performance input polling and state tracking. Detects input changes and raises events for the input system.
InputSystemDemoScene
Demonstration scene showing the Command Pattern Input System in action. Shows different types of input bindings: method commands, lambda commands, static commands.
Structs
InputKey
Represents a unique input key combining device type, key code, modifiers, and device index. Uses value semantics for efficient dictionary lookups and comparisons.
InputManager.GamepadState
Per-pad snapshot: buttons bitset + stick/trigger axes.
Interfaces
IInputCommand
Interface for input commands that can be executed by the input system. Commands encapsulate actions that can be triggered by input events.
Enums
InputModifiers
Flags for input modifiers (Ctrl, Shift, Alt). Can be combined using bitwise operations.
InputTriggerType
Defines how input triggers are handled.
InputType
Represents different types of input devices.