Gorilla.Controller.Input

Unit Gorilla.Controller.Input.pas

Classes

Records

Enumerations

  • enum  TGorillaInputDeviceType  = ( Keyboard, Mouse, GamePad ) ;
  • enum  TGorillaInputMode  = ( Activated, Deactivated ) ;
  • enum  TGorillaMouseState  = ( LButtonDown, LButtonUp, RButtonDown, RButtonUp, MButtonDown, MButtonUp, X1ButtonDown, X1ButtonUp, X2ButtonDown, X2ButtonUp, LButtonDblClick, RButtonDblClick, MButtonDblClick, X1ButtonDblClick, X2ButtonDblClick, MouseMove, MouseWheel ) ;

Constants

    Mics. types

    • type TGorillaInputCode = Int64;
    • type PGorillaHotKeyInputRaw = pointer to TGorillaHotKeyInputRaw;
    • type TGorillaInputHandlerClass = class of TGorillaInputHandler;

TGorillaHotKeyRaw

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Methods

TGorillaInputHandler

Custom input handler class as basis class for keyboard and gamepad handlers.

Remarks

The handler registers itself in constructor and unregisters itself on destructor.

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Members

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Properties

TGorillaHotKeyCombinations

Is the collection which holds the input combination.

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TGorillaHotKeyItem

Setup input combinations to react on specific input combinations. It is possible to combine different input devices, f.e. "E" + "Right Mouse Click"

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TGorillaHotKeyCollection

Provides a collection of hotkey items, where keyboard, mouse and gamepad inputs can be combined.

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TGorillaInputSequenceHotKeyItem

A linked hotkey inside of the sequence hotkey collection.

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TGorillaInputSequenceHotKeyCollection

This kind of collection holds the hotkeys for triggering a specific sequence.

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TGorillaInputSequenceItem

A input sequence is a descriptive plan for executing hotkeys one after another.

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TGorillaInputSequenceCollection

A input sequence collection contains a number of sequence item, which hold a serial execution plan for hotkeys.

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TGorillaInputController

The input controller handles keyboard or gamepad input.

Remarks

By this asynchronous feedback component fast input controlling is possible.

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