#include <InputChannelDigital.h>
Inherits AzFramework::InputChannel.
Inherited by AzFramework::InputChannelDigitalWithPosition2D, AzFramework::InputChannelDigitalWithSharedModifierKeyStates, and AzFramework::InputChannelDigitalWithSharedPosition2D.
Class representing input channels that emit one dimensional digital input values. Examples: game-pad button, keyboard key
◆ InputChannelDigital()
AzFramework::InputChannelDigital::InputChannelDigital |
( |
const InputChannelId & |
inputChannelId, |
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const InputDevice & |
inputDevice |
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) |
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explicit |
Constructor
- Parameters
-
[in] | inputChannelId | Id of the input channel being constructed |
[in] | inputDevice | Input device that owns the input channel |
◆ GetDelta()
float AzFramework::InputChannelDigital::GetDelta |
( |
| ) |
const |
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overridevirtual |
Access to the digital delta of the input channel (1.0f, -1.0f, or 0.0f)
- Returns
- Difference between the current and last reported digital values
Reimplemented from AzFramework::InputChannel.
◆ GetValue()
float AzFramework::InputChannelDigital::GetValue |
( |
| ) |
const |
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overridevirtual |
Access to the digital value of the input channel (1.0f or 0.0f)
- Returns
- The current digital value of the input channel
Reimplemented from AzFramework::InputChannel.
◆ ProcessRawInputEvent()
void AzFramework::InputChannelDigital::ProcessRawInputEvent |
( |
bool |
rawValue | ) |
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Process a raw input event, that will in turn update the channel's state based on whether it's active/engaged or inactive/idle, broadcasting an input event if the channel is left in a non-idle state. This function (or InputChannel::UpdateState) should only be called a max of once per channel per frame from InputDeviceRequests::TickInputDevice to ensure that input channels broadcast no more than one event each frame (and at the same time).
- Parameters
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[in] | rawValue | The raw digital value to process |
The documentation for this class was generated from the following file:
- Code/Framework/AzFramework/AzFramework/Input/Channels/InputChannelDigital.h