Wrap Sce.PlayStation.Core.Input so that input conditional expressions are less verbose. More...
Classes | |
struct | ButtonState |
Button data structure shared between various helper wrap of Input.GamePad, Input.Touch and the Keyboard. More... | |
class | GamePad |
Wrap Input.GamePad (button bits). More... | |
class | GamePadData |
Wrap Input.GamePadData. More... | |
class | Touch |
Wrap Input.Touch. More... | |
class | TouchData |
Wrap Input.TouchData. More... | |
Properties | |
static TouchData | Touch00 [get] |
Alias for Touch.GetData(0)[0]. | |
static GamePadData | GamePad0 [get] |
Alias for GamePad.GetData(0) |
Wrap Sce.PlayStation.Core.Input so that input conditional expressions are less verbose.
Some examples:
if ( Input2.GamePad.GetData(0).Left.Down ) // is game pad left button down
if ( Input2.GamePad0.Left.Down ) // same as above, but we use an alias 'GamePad0' for GamePad.GetData(0)
if ( Input2.GamePad0.Square.Release ) // has gamepad square button just been released
if ( Input2.Keyboard0.Left.Press ) // has keyboard left arrow button just been pressed
if ( Input2.Keyboard0.S.On ) // has keyboard S key been held down for more than one frame
Note that you don't have to use Input2. The GameEngine2D library uses it internally in a couple of places and it's used in samples too. It keeps the GetData( deviceIndex ) api but simply harmonizes the state queries for buttons.