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R-Type
Distributed multiplayer game engine in C++
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#include <raylib.h>#include <functional>#include <string>#include <unordered_map>

Go to the source code of this file.
Classes | |
| class | Input::KeyBindings |
| Centralized key binding manager (Singleton) More... | |
| struct | Input::KeyBindings::KeyBinding |
Namespaces | |
| namespace | Input |
Enumerations | |
| enum class | Input::GameAction { Input::MOVE_UP , Input::MOVE_DOWN , Input::MOVE_LEFT , Input::MOVE_RIGHT , Input::SHOOT , Input::PAUSE_MENU , Input::CHAT_OPEN , Input::MENU_NEXT , Input::MENU_PREVIOUS , Input::MENU_CONFIRM , Input::MENU_BACK , Input::COUNT } |
| Enumeration of all bindable game actions. More... | |
Functions | |
| bool | Input::IsGamepadBinding (int binding) |
| Check if a binding value represents a gamepad button. | |
| int | Input::GamepadButtonToBinding (int button) |
| Convert a gamepad button to a binding value. | |
| int | Input::BindingToGamepadButton (int binding) |
| Extract gamepad button from a binding value. | |
Variables | |
| constexpr int | Input::GAMEPAD_BUTTON_OFFSET = 1000 |
| Special constant for gamepad button bindings Gamepad buttons are stored as (GAMEPAD_BUTTON_OFFSET + button_id) | |