Class Summary |
AbsoluteMouse |
AbsoluteMouse defines a mouse object that maintains a position
within the window. |
ActionTrigger |
Stores data about an action trigger. |
ActionTrigger.CommandTrigger |
Trigger implementation for using KeyBindingManager as trigger. |
ChaseCamera |
Camera handler that will smoothly follow a set scene element, allowing for
rotation about and zoom on that element. |
FirstPersonHandler |
FirsPersonController defines an InputHandler that sets
input to be controlled similar to First Person Shooting games. |
Input |
Superclass for all parts of the input system. |
InputHandler |
InputHandler handles mouse, key and other inputs. |
InputHandlerDevice |
Devices are used in InputHandler to create different types of ActionTrigger s. |
InputSystem |
InputSystem creates the required input objects (mouse and
keyboard, disabled by default: joystick) depending on the API desired for the handling
of the input. |
KeyBindingManager |
KeyBindingManager maintains a list of command and
key pairs. |
KeyboardLookHandler |
KeyboardLookHandler defines an InputHandler that sets
input to be controlled similar to First Person Shooting games. |
KeyInput |
KeyInput provides an interface for dealing with keyboard input. |
Mouse |
Mouse defines a node that handles the rendering and updating
of a mouse input device. |
MouseInput |
MouseInput defines an interface to communicate with the mouse
input device. |
MouseLookHandler |
MouseLookHandler defines an InputHandler that allows to rotate the camera via the mouse. |
NodeHandler |
NodeHandler defines an InputHandler that sets
a node that can be controlled via keyboard and mouse inputs. |
RelativeMouse |
RelativeMouse defines a mouse controller that only maintains
the relative change from one poll to the next. |
ThirdPersonHandler |
ThirdPersonHandler defines an InputHandler that sets input to
be controlled similar to games such as Zelda Windwaker and Mario 64, etc. |