This type represents a range inclusive of two values, and can remap a value from one range to anotherĮncapsulates a comparable version number. An action set can contain both explicit, bindable single value actions (for example, "Jump", "Left" and "Right") and implicit, aggregate actions which combine together other actions into one or two axes, for example "Move", which might consist of "Left", "Right", "Up" and "Down" filtered into a single two-axis control with its own applied circular deadzone, queryable vector value, etc CKe圜ombo, Represents a combination of one or more keys, including modifiers, up to a maximum of eight CMouseBindingSource CMouseBindingSourceListener C. This class must be subclassed to be used. ![]() There are no other distinctions between these groupings they are purely for organizational convenienceĪn action set represents a set of actions, usually for a single player. Regular bindings are those added by users, most likely at runtime in a settings menu or the like. Default bindings are the predefined default bindings, and the current bindings for the action can be reset to this group in a single operation. For example, the binding source may be 'Left Trigger. An InputDevice may serve as context for a binding source, especially in the case of controllers. An action may have multiple binding sources bound. Actions have two groups of bindings defined: default bindings and regular bindings. It essentially represents a control bound to an action, whether it be a controller button, a key or combination of keys, or a mouse button, etc. An action may have any number of bindings. Similarly, KeyBindingSource provides input from one or more keypresses. For example, DeviceBindingSource provides input from a control on any supported InputDevice. A bound control is represented by a subclass of BindingSource. This class represents a single action that may have multiple controls bound to it. Represents a combination of one or more keys, including modifiers, up to a maximum of eight Not all bindings require an input device. For example, the binding source may be "Left Trigger," but when querying a value for the binding, a specific InputDevice must be provided. It essentially represents a control bound to an action, whether it be a controller button, a key or combination of keys, or a mouse button, etc. ![]() ![]() A binding source can be bound to an action and provides an input source. The abstract base class for all binding sources.
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