InputManager Class |
Namespace: DigitalRune.Game.Input
The InputManager type exposes the following members.
Name | Description | |
---|---|---|
InputManager |
Initializes a new instance of the InputManager class.
|
Name | Description | |
---|---|---|
Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetGamePadState(PlayerIndex) |
Gets the gamepad state of the given game controller. (Not available in Silverlight.)
| |
GetGamePadState(LogicalPlayerIndex) |
Gets the gamepad state for the given player.
| |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetLogicalPlayer |
Gets the game controller assigned to the specified player. (Not available in Silverlight.)
| |
GetPreviousGamePadState(PlayerIndex) |
Gets the gamepad state of the last frame of the given game controller.
(Only available in XNA Windows Phone builds.)
| |
GetPreviousGamePadState(LogicalPlayerIndex) |
Gets the gamepad state of the last frame for the given player.
(Not available in Silverlight.)
| |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
IsDoubleClick(Keys) |
Determines whether the specified key was double-clicked.
| |
IsDoubleClick(MouseButtons) |
Determines whether the specified button has been double-clicked.
| |
IsDoubleClick(Buttons, LogicalPlayerIndex) |
Determines whether the specified button has been double-clicked by the given player.
(Not available in Silverlight.)
| |
IsDoubleClick(Buttons, PlayerIndex) |
Determines whether the specified button has been double-clicked on the given game
controller. (Not available in Silverlight.)
| |
IsDown(Keys) |
Determines whether the specified key is down.
| |
IsDown(MouseButtons) |
Determines whether the specified button is down.
| |
IsDown(Buttons, LogicalPlayerIndex) |
Determines whether the specified button is down for the given player.
(Not available in Silverlight.)
| |
IsDown(Buttons, PlayerIndex) |
Determines whether the specified button is down on the given game controller.
(Not available in Silverlight.)
| |
IsGamePadHandled(PlayerIndex) |
Gets a value indicating whether the input of a given game controller has already been
handled. (Not available in Silverlight.)
| |
IsGamePadHandled(LogicalPlayerIndex) |
Gets a value indicating whether gamepad input of a given player has already been handled.
| |
IsPressed(Keys, Boolean) |
Determines whether the specified key was previously up and has been pressed.
| |
IsPressed(MouseButtons, Boolean) |
Determines whether the specified button was previously up and has been pressed.
| |
IsPressed(Buttons, Boolean, LogicalPlayerIndex) |
Determines whether the specified button has been pressed by the given player.
(Not available in Silverlight.)
| |
IsPressed(Buttons, Boolean, PlayerIndex) |
Determines whether the specified button has been pressed on the given game controller.
(Not available in Silverlight.)
| |
IsReleased(Keys) |
Determines whether the specified key was previously down and has been released.
| |
IsReleased(MouseButtons) |
Determines whether the specified button was previously down and has been released.
| |
IsReleased(Buttons, LogicalPlayerIndex) |
Determines whether the specified button has been released by the given player.
(Not available in Silverlight.)
| |
IsReleased(Buttons, PlayerIndex) |
Determines whether the specified button has been released on the given game controller.
(Not available in Silverlight.)
| |
IsUp(Keys) |
Determines whether the specified key is up.
| |
IsUp(MouseButtons) |
Determines whether the specified button is up.
| |
IsUp(Buttons, LogicalPlayerIndex) |
Determines whether the specified button is up for the given player.
(Not available in Silverlight.)
| |
IsUp(Buttons, PlayerIndex) |
Determines whether the specified button is up on the given game controller.
(Not available in Silverlight.)
| |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
SetAllHandled |
Sets all "IsHandled" flags to the given value.
| |
SetGamePadHandled(PlayerIndex, Boolean) |
Sets the IsGamePadHandled flags of a given game controller.
(Not available in Silverlight.)
| |
SetGamePadHandled(LogicalPlayerIndex, Boolean) |
Sets the IsGamePadHandled flags for the given player. (Not available in Silverlight.)
| |
SetLogicalPlayer |
Assigns a game controller to a player. (Not available in Silverlight.)
| |
ToString | Returns a string that represents the current object. (Inherited from Object.) | |
Update |
Updates the input states. This method must be called once per frame.
|
Name | Description | |
---|---|---|
AccelerometerValue |
Gets the accelerometer value.
(Only available in XNA Windows Phone builds.)
| |
Commands |
Gets the input commands.
| |
EnableMouseCentering |
Gets or sets a value indicating whether the mouse position is reset in each frame.
| |
Gestures |
Gets the detected touch gestures. (Not available in Silverlight.)
| |
IsAccelerometerActive |
Gets a value indicating whether an accelerometer is connected and can be used.
(Only available in XNA Windows Phone builds.)
| |
IsAccelerometerHandled |
Gets or sets a value indicating whether accelerometer input has already been handled.
| |
IsKeyboardHandled |
Gets or sets a value indicating whether keyboard input has already been handled.
| |
IsMouseOrTouchHandled |
Gets or sets a value indicating whether mouse or touch input has already been handled.
| |
KeyboardState |
Gets the state of the current keyboard state.
| |
MaxNumberOfPlayers |
Gets the max number of players (= max number of game controllers that can be connected).
| |
ModifierKeys |
Gets the pressed modifier keys.
| |
MousePosition |
Gets or sets the mouse position.
| |
MousePositionDelta |
Gets or sets the mouse position change since the last frame.
| |
MousePositionDeltaRaw |
Gets the raw mouse position change since the last frame.
| |
MousePositionRaw |
Gets the raw mouse position.
| |
MouseState |
Gets the state of the current mouse state.
| |
MouseWheelDelta |
Gets a value representing the rotation change of the mouse wheel.
| |
PressedKeys |
Gets the pressed keys.
| |
PreviousKeyboardState |
Gets the keyboard state of the last frame.
| |
PreviousMouseState |
Gets the mouse state of the last frame.
| |
Settings |
Gets or sets the settings that define input handling, timing, etc.
| |
TouchCollection |
Gets the touch collection. (Not available in Silverlight.)
|
Update(TimeSpan) must be called once per frame. The method must be called on the main game thread that is allowed to query the input devices (other threads are not allowed to query input devices).
See IInputService for additional information.