IInput: Difference between revisions
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'''<code>IInput</code>''' is a client [[interface]] that packages user input from keyboards, mice and joysticks/gamepads into [[usercmd]]s for transmission to the server. It also handles [[third-person camera]]s. | '''<code>IInput</code>''' is a client [[interface]] that packages user input from keyboards, mice and joysticks/gamepads into [[usercmd]]s for transmission to the server. It also handles [[third-person camera]]s. | ||
Conventionally, each type of supported peripheral has its own CPP file. Valve's <code>[[CInput]]</code> interface implementation is in <code>in_main.cpp</code> (for keyboard and usercmd packaging), <code>in_mouse.cpp</code> and <code>in_joystick.cpp</code>. | |||
== Implementation == | == Implementation == | ||
Revision as of 09:12, 3 August 2009
IInput is a client interface that packages user input from keyboards, mice and joysticks/gamepads into usercmds for transmission to the server. It also handles third-person cameras.
Conventionally, each type of supported peripheral has its own CPP file. Valve's CInput interface implementation is in in_main.cpp (for keyboard and usercmd packaging), in_mouse.cpp and in_joystick.cpp.
Implementation
class CMyInput : public CInput
{
};
// For mod access
static CMyInput g_Input;
// For engine access
IInput* input = (IInput*)&g_Input;
See also
CInput, Valve's basicIInputimplementation