This module contains all the logic for handling input events and providing them to widgets.
All user input is provided to the
Ui in the form of
input::Input events, which are received
Ui::handle_event method. These raw input events tend to be fairly low level. The
stores each of these
Input events in it's
GlobalInput, which keeps track of the state of
input for the entire
GlobalInput will also aggregate the low level events into higher
level ones. For instance, two events indicating that a mouse button was pressed then released
would cause a new
UiEvent::MouseClick to be generated. This saves individual widgets from
having to interpret these themselves, thus freeing them from also having to store input state.
Whenever there's an update, all of the events that have occured since the last update will be
available for widgets to process.
WidgetInput is used to provide input events to a specific
widget. It filters events that do not apply to the widget. All events provided by
will have all coordinates in the widget's own local coordinate system, where
(0, 0) is the
middle of the widget's bounding
GlobalInput, on the other hand, will never filter out
any events, and will always provide them with coordinates relative to the window.
Handles all of the global input events and state.
The core of this module is the
Back-end agnostic keyboard keys.
Everything related to storing the state of user input.
Contains all the logic for filtering input events and making them relative to widgets.
Components of a controller axis move event. Not guaranteed consistent across backends.
Components of a controller button event. Not guaranteed consistent across backends.
Models different kinds of buttons.
Represent a keyboard key. Keycodes follows SDL http://wiki.libsdl.org/SDLKeycodeLookup
Different kinds of motion input.
Represent a mouse button.
Sources from which user input may be received.