Files
WickedEngine/WickedEngine/wiRawInput.h
T
Turánszki János 74cb74d3c9 version 0.60 (#367)
- 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
2021-12-03 21:22:27 +01:00

32 lines
1.2 KiB
C++

#pragma once
#include "CommonInclude.h"
#include "wiInput.h"
namespace wi::input::rawinput
{
// Call this once to register raw input devices
void Initialize();
// Updates the state of raw input devices, call once per frame
void Update();
// Parse Windows message from message loop. Not necessary to call if you don't use message loop in the application.
void ParseMessage(void* lparam);
// Writes the keyboard state into state parameter
void GetKeyboardState(wi::input::KeyboardState* state);
// Writes the mouse state into state parameter
void GetMouseState(wi::input::MouseState* state);
// Returns how many controller devices have received input ever. This doesn't correlate with which ones are currently available
int GetMaxControllerCount();
// Returns whether the controller identified by index parameter is available or not
// Id state parameter is not nullptr, and the controller is available, the state will be written into it
bool GetControllerState(wi::input::ControllerState* state, int index);
// Sends feedback data for the controller identified by index parameter to output
void SetControllerFeedback(const wi::input::ControllerFeedback& data, int index);
}