Package de.ellpeck.rockbottom.api
Interface IInputHandler
public interface IInputHandler
This class handles all of the keyboard and mouse input. To access these
methods, use
IGameInstance.getInput().-
Method Summary
Modifier and TypeMethodDescriptionvoidallowKeyboardEvents(boolean allow) A setter for wether keyboard repeat events should be allowed.intReturns the amount of delta that the mouse wheel has been shifted horizontally since the last tick.intReturns the amount of delta that the mouse wheel has been turned since the last tick.intGets the mouse's current x coordinate on screen.intGets the mouse's current y coordinate on screenbooleanisKeyDown(int key) Return true if the given key is currently being held downbooleanisMouseDown(int button) Returns true if the given mouse button is currently being held downbooleanReturns true if the mouse cursor is currently inside of the window.booleanwasKeyPressed(int key) Returns true if a keyboard key was singly pressed inbetween the last tick and this one.booleanwasMousePressed(int button) Returns true if the mouse was singly pressed inbetween the last tick and this one.
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Method Details
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isMouseInWindow
boolean isMouseInWindow()Returns true if the mouse cursor is currently inside of the window. This can be useful to avoid unnecessary mouse position checking- Returns:
- If the mouse is in the window
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isMouseDown
boolean isMouseDown(int button) Returns true if the given mouse button is currently being held down- Parameters:
button- The button to query. Use theGLFWclass to easily get mouse buttons' ids- Returns:
- If the button is down
- See Also:
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wasMousePressed
boolean wasMousePressed(int button) Returns true if the mouse was singly pressed inbetween the last tick and this one. This should be used for things like buttons where you don't want a held press to trigger something multiple times.- Parameters:
button- The button toe query. Use theGLFWclass to easily get mouse buttons' ids- Returns:
- If the button was pressed lately
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isKeyDown
boolean isKeyDown(int key) Return true if the given key is currently being held down- Parameters:
key- The key to query. Use theGLFWclass to easily get keys' ids- Returns:
- If the key is down
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wasKeyPressed
boolean wasKeyPressed(int key) Returns true if a keyboard key was singly pressed inbetween the last tick and this one. This should be used for things like buttons where you don't want a held press to trigger something multiple times.- Parameters:
key- The key to query. Use theGLFWclass to easily get keys' ids- Returns:
- If the key was pressed lately
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getMouseWheelChange
int getMouseWheelChange()Returns the amount of delta that the mouse wheel has been turned since the last tick. A negative amount indicates a turning in the other direction.- Returns:
- The mouse wheel change
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getHorizontalMouseWheelChange
int getHorizontalMouseWheelChange()Returns the amount of delta that the mouse wheel has been shifted horizontally since the last tick. A negative amount indicates a shifting to the left. This is, obviously, not supported by all mouses.- Returns:
- The horizontal mouse wheel change
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getMouseX
int getMouseX()Gets the mouse's current x coordinate on screen.- Returns:
- The mouse's x coordinate
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getMouseY
int getMouseY()Gets the mouse's current y coordinate on screen- Returns:
- The mouse's y coordinate
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allowKeyboardEvents
void allowKeyboardEvents(boolean allow) A setter for wether keyboard repeat events should be allowed. Setting this to true means that, when holding down a keyboard key,wasKeyPressed(int)will be triggered again after a short while. This is automatically enabled in Guis and can be useful for when you want to, say, remove a big amount of text by just holding down the backspace key.Note that this method should actually be called "allowKeyboardRepeats". Oh well.
- Parameters:
allow- If repeated keyboard events should be allowed
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