Input System  v0.1
ISX Namespace Reference

Namespaces

Classes

class  AxisControl
 A floating-point axis control. More...
 
class  ButtonControl
 An axis that has a trigger point beyond which it is considered to be pressed. More...
 
class  DpadControl
 A control made up of four discrete, directional buttons. Forms a vector but can also be addressed as individual buttons. More...
 
class  Gamepad
 An Xbox-style gamepad with two switcks, a D-Pad, four face buttons, two triggers, two shoulder buttons, and two menu buttons. More...
 
struct  GamepadState
 Default state layout for gamepads. More...
 
interface  IInputPluginManager
 A plugin manager determines which InputPlugins are being used. More...
 
interface  IInputProcessor
 A processor that conditions input values. More...
 
class  InputAction
 A named input signal that can flexibly decide which input data to tap. More...
 
class  InputActionSet
 A set of input actions that can be enabled/disabled in bulk. More...
 
struct  InputBinding
 A combination of a control path and modifiers. More...
 
struct  InputBindingOverride
 Used to override a default binding on an action. More...
 
class  InputConfiguration
 Static configuration values that are picked up by the various pieces of logic. More...
 
class  InputControl
 A typed and named value in a hierarchy of controls. More...
 
class  InputControlAttribute
 Mark a data member in a state struct as being an input control. More...
 
class  InputControlPath
 Functions to working with control path specs (like "/gamepad/*stick"). More...
 
class  InputDevice
 The root of a control hierarchy. More...
 
struct  InputDeviceDescription
 Metadata for a device. Primarily used to find a matching template which we can then use to create a control setup for the device. More...
 
class  InputPluginAttribute
 Marks a class that as an input plugin which registers additional functionality with the input system. More...
 
class  InputRemoting
 Makes the activity and data of an InputManager observable in message form. More...
 
class  InputSystem
 This is the central hub for the input system. More...
 
class  InputTemplate
 A template lays out the composition of an input control. More...
 
class  InputTemplateAttribute
 Attribute to control template settings of a type used to generate an InputTemplate. More...
 
class  InputTestFixture
 A test fixture for writing tests that use the input system. Can be derived from or simply instantiated from another test fixture. More...
 
class  Keyboard
 A keyboard input device. More...
 
class  KeyControl
 A key on a Keyboard. More...
 
class  Mouse
 A mouse input device. More...
 
struct  MouseState
 Combine a single pointer with buttons and a scroll wheel. More...
 
class  Pen
 A pen/stylus input device. More...
 
struct  PenState
 Default state layout for pen devices. More...
 
class  Pointer
 Base class for pointer-style devices moving on a 2D screen. More...
 
struct  PointerState
 Default state structure for pointer devices. More...
 
class  StickControl
 A two-axis thumbstick control that can act as both a vector and a four-way dpad. More...
 
class  TouchControl
 A control representing a touch contact. More...
 
class  Touchscreen
 A multi-touch surface. More...
 
struct  TouchscreenState
 Default state layout for touch devices. More...
 
class  Vector2Control
 A floating-point 2D vector control composed of two AxicControls. More...
 
class  XRController
 A hand and interaction tracking device. More...
 
struct  XRControllerState
 Default state layout for XR controllers. More...
 

Enumerations

enum  InputDeviceChange {
  InputDeviceChange.Added, InputDeviceChange.Removed, InputDeviceChange.Connected, InputDeviceChange.Disconnected,
  InputDeviceChange.UsageChanged , InputDeviceChange.ConfigurationChanged
}
 Indicates what type of change related to an input device occurred. More...
 
enum  Key
 Enumeration of key codes. More...
 

Enumeration Type Documentation

◆ InputDeviceChange

enum ISX.InputDeviceChange
strong

Indicates what type of change related to an input device occurred.

See also
InputSystem.onDeviceChange
Enumerator
Added 

A new device was added to the system.

See also
InputSystem.AddDevice
Removed 

An existing device was removed from the system.

See also
InputSystem.RemoveDevice
Connected 

A previously added device was re-connected after having been disconnected.

See also
LowLevel.ConnectEvent, InputSystem.QueueConnectEvent
Disconnected 

A previously added device was disconnected but remains added to the system.

See also
LowLevel.DisconnectEvent, InputSystem.QueueDisconnectEvent
UsageChanged 

The usages on a device have changed.

This may signal, for example, that what was the right hand XR controller before is now the left hand controller.

See also
InputSystem.SetUsage, InputControl.usages
ConfigurationChanged 

The configuration of a device has changed.

This may signal, for example, that the layout used by the keyboard has changed or that, on a console, a gamepad has changed which player ID(s) it is assigned to.

See also
LowLevel.ConfigChangeEvent, InputSystem.QueueConfigChangeEvent

◆ Key

enum ISX.Key
strong

Enumeration of key codes.

Named according to the US keyboard layout which is our reference layout.