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Input and Sensors
By creating your game and extending gameplay::Game
, you'll be able to add all the required handlers of input events. Additionally, there are methods on gameplay::Game
to poll for the current sensor data. This architecture insulates you, as a developer, from the platform-specific details on handling keyboard, touch and mouse events, and from polling the accelerometer state. The following illustrates overridden methods to handle input events:
#include "gameplay.h"
using namespace gameplay;
class MyGame : public Game
{
// ...
void keyEvent(Keyboard::KeyEvent evt, int key);
void touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contactIndex);
bool mouseEvent(Mouse::MouseEvent evt, int x, int y);
void getAccelerometerValues(float* pitch, float* roll);
// ...
};
Game::mouseEvent()
is called when a mouse event occurs.
Mouse events that are not consumed will be interpreted as a touch event. You can consume a mouse event by overridding Game::mouseEvent()
and returning true. This gives you the option to uniquely handle mouse events from touch events. Game::mouseEvent()
returns false by default.
Note that some mobile devices can use a Bluetooth mouse.
Game::setMouseCaptured()
can be used to enable mouse capture. While mouse capture is enabled, all mouse move events will then be delivered as deltas instead of absolute positions.
Game::setCursorVisible()
can be used to hide the mouse cursor.
Game::touchEvent()
is called when a touch event occurs. x
and y
are screen coordinates where the top left is 0,0
. Some platforms may allow you to touch outside the bounds of the screen so negative x
and y
values are possible.
You can enable multi-touch using Game::setMultiTouch()
. The Game::touchEvent()
parameter contactIndex
is used to differentiate the touch contacts. Do not assume that the contactIndex
values are sequential.
Game::keyEvent()
is called when a keyboard event occurs.
You can call Game::displayKeyboard()
to show or hide a virtual keyboard for platforms that support it.
Some platforms support gestures. Game::isGestureSupported()
can be used to determine which gestures are supported.
Game::registerGesture()
is used to register for a type of gesture. Once a gesture is registered, you will receive callbacks via Game::gestureSwipeEvent()
, Game::gesturePinchEvent()
or Game::gestureTapEvent()
.
You can call Game::getAccelerometerValues()
and pass in pointers to parameters that will be populated with the current sensor values for the accelerometer.
Game::menuEvent
is called when a menu event occurs. Some platforms have a special menu event, such as swiping down from the top bevel on PlayBook.
TODO