74cb74d3c9
- namespace refactor (example: wiGraphics:: -> wi::graphics) - provided namespace compatibility macro for old user code: WICKEDENGINE_BACKWARDS_COMPATIBILITY_0_59 - resource manager will return `Resource` instead of `shared_ptr<Resource>` objects - MAD shader optimizations - implemented alpha to coverage with alpha tested materials when MSAA is enabled - alpha testing fix with transparent shadow maps - TLAS and scene buffers will be recreated less frequently when things get added/removed from the scene
32 lines
1.2 KiB
C++
32 lines
1.2 KiB
C++
#pragma once
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#include "CommonInclude.h"
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#include "wiInput.h"
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namespace wi::input::rawinput
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{
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// Call this once to register raw input devices
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void Initialize();
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// Updates the state of raw input devices, call once per frame
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void Update();
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// Parse Windows message from message loop. Not necessary to call if you don't use message loop in the application.
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void ParseMessage(void* lparam);
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// Writes the keyboard state into state parameter
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void GetKeyboardState(wi::input::KeyboardState* state);
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// Writes the mouse state into state parameter
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void GetMouseState(wi::input::MouseState* state);
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// Returns how many controller devices have received input ever. This doesn't correlate with which ones are currently available
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int GetMaxControllerCount();
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// Returns whether the controller identified by index parameter is available or not
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// Id state parameter is not nullptr, and the controller is available, the state will be written into it
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bool GetControllerState(wi::input::ControllerState* state, int index);
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// Sends feedback data for the controller identified by index parameter to output
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void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index);
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}
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