#include <keyboardinputcomponent.h>
Definition at line 36 of file keyboardinputcomponent.h.
Definition at line 45 of file keyboardinputcomponent.h.
KeyboardInputComponent::KeyboardInputComponent | ( | QObject * | parent = 0 |
) |
Definition at line 33 of file keyboardinputcomponent.cpp.
QString KeyboardInputComponent::category | ( | ) | const [virtual] |
Return the category of the component. Meta-data used for filtering and sorting components
Reimplemented from GluonEngine::Component.
Definition at line 44 of file keyboardinputcomponent.cpp.
void KeyboardInputComponent::initialize | ( | ) | [virtual] |
The initialize function is called whenever an initialized object is needed. This includes scene changes.
Reimplemented from GluonEngine::Component.
Definition at line 49 of file keyboardinputcomponent.cpp.
bool KeyboardInputComponent::isActionHeld | ( | ) |
Definition at line 115 of file keyboardinputcomponent.cpp.
bool KeyboardInputComponent::isActionStarted | ( | ) |
Definition at line 109 of file keyboardinputcomponent.cpp.
bool KeyboardInputComponent::isActionStopped | ( | ) |
Definition at line 121 of file keyboardinputcomponent.cpp.
KeyName GluonEngine::KeyboardInputComponent::keyCode | ( | ) | const |
void KeyboardInputComponent::setKeyCode | ( | KeyboardInputComponent::KeyName | newKeyCode | ) |
Definition at line 133 of file keyboardinputcomponent.cpp.
void KeyboardInputComponent::start | ( | ) | [virtual] |
The start function is run once after each scene change, immediately before the first update
Reimplemented from GluonEngine::Component.
Definition at line 56 of file keyboardinputcomponent.cpp.
void KeyboardInputComponent::stop | ( | ) | [virtual] |
The stop function is run once when the gameloop is stopped. Use it for removing temporary data between runs. Reimplement this function if you have something that needs cleaning up between runs.
Reimplemented from GluonEngine::Component.
Definition at line 96 of file keyboardinputcomponent.cpp.
void KeyboardInputComponent::update | ( | int | elapsedMilliseconds | ) | [virtual] |
The update function is run each time the game logic needs to be updated. Implement this function in inherited classed to allow for updates along with the rest of the GameObject hierarchy. Note that this is only for updating the game logic - any drawing functionality should be put into the draw function.
elapsedMilliseconds | The amount of time in milliseconds which has passed since the last update
|
Reimplemented from GluonEngine::Component.
Definition at line 69 of file keyboardinputcomponent.cpp.
KeyboardInputComponent::KeyName KeyboardInputComponent::keyCode [read, write] |
Definition at line 38 of file keyboardinputcomponent.h.