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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 |
ChaseCamera 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 ActionTriggers. |
| 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. |