EngineInputHandler
- Namespace: Turian.Engine.UI
- Source File: EngineInputHandler.cs
Screen-space input handler that translates the engine's IInputSource state into a pointer/keyboard/mouse input frame for a full-screen or camera-space Gui, including buffered text input.
Properties
CanvasScale
(float) { get; set } = 1f: The canvas scale the UI is currently rasterized at (UiScale). Pointer coordinates come from the engine in physical viewport pixels; the layout the pointer is hit-tested against is in logical units (physical ÷ scale), so the reported position is divided by this. 1 means physical and logical coincide.
IsAnyKeyDown
(bool): Always false: the engine IInputSource reports individual keys, not a whole-keyboard "any key" flag. Only Dropdown reads this, and it treats false as "no keyboard activity", which is the safe default. Revisit alongside full text-input parity.
MousePosition
(Vector2)
MouseDelta
(Vector2)
PrevMousePosition
(Vector2)
MouseWheelDelta
(float)
Public Methods
IsKeyDown
public bool IsKeyDown(KeyboardKey keyboardKey)
Parameters:
keyboardKey(KeyboardKey)
Returns: bool
IsKeyPressed
public bool IsKeyPressed(KeyboardKey keyboardKey)
Parameters:
keyboardKey(KeyboardKey)
Returns: bool
IsKeyUp
public bool IsKeyUp(KeyboardKey keyboardKey)
Parameters:
keyboardKey(KeyboardKey)
Returns: bool
IsMouseButtonDown
public bool IsMouseButtonDown(MouseButton button)
Parameters:
button(MouseButton)
Returns: bool
IsMouseButtonPressed
public bool IsMouseButtonPressed(MouseButton button)
Parameters:
button(MouseButton)
Returns: bool
IsMouseButtonUp
public bool IsMouseButtonUp(MouseButton button)
Parameters:
button(MouseButton)
Returns: bool
GetTypedCharacters
public string GetTypedCharacters()
Returns: string
GetClipboardText
public string GetClipboardText()
Text clipboard access is not yet abstracted by the engine; returns empty. Wired up with the text-input parity work (paste in TextField).
Returns: string
SetClipboardText
public void SetClipboardText(string text)
Parameters:
text(string)
SetTypedCharacters
public void SetTypedCharacters(string text)
Sets the characters typed this frame, to be reported by GetTypedCharacters. Called by the UI runtime once a per-frame character source exists; today it is only exercised by tests.
Parameters:
text(string): The characters typed since the previous frame.
EndFrame
public void EndFrame()
Clears the per-frame typed-character buffer. Call after each Guinevere frame.