libdonut
2.3.2
Application framework for cross-platform game development in C++20
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Configuration options for an InputManager. More...
#include <donut/events/InputManager.hpp>
Public Attributes | |
float | mouseSensitivity = 0.00038397243543875251f |
Mouse sensitivity coefficient. More... | |
float | controllerLeftStickSensitivity = 1.0f |
Controller left analog stick sensitivity coefficient. More... | |
float | controllerRightStickSensitivity = 1.0f |
Controller right analog stick sensitivity coefficient. More... | |
float | controllerLeftStickDeadzone = 0.2f |
Controller left analog stick deadzone fraction. More... | |
float | controllerRightStickDeadzone = 0.2f |
Controller right analog stick deadzone fraction. More... | |
float | controllerLeftTriggerDeadzone = 0.2f |
Controller left trigger deadzone fraction. More... | |
float | controllerRightTriggerDeadzone = 0.2f |
Controller right trigger deadzone fraction. More... | |
float | touchMotionSensitivity = 1.0f |
Touch finger motion sensitivity coefficient. More... | |
float | touchPressureDeadzone = 0.2f |
Touch finger pressure deadzone fraction. More... | |
Configuration options for an InputManager.
float donut::events::InputManagerOptions::mouseSensitivity = 0.00038397243543875251f |
Mouse sensitivity coefficient.
The influence of mouse movement on its bound output values will be multiplied by this value before being applied. This should adjust the original mouse motion, which is measured in screen coordinates, such that it becomes more in line with the typical 0-1 range of a key press or joystick axis.
float donut::events::InputManagerOptions::controllerLeftStickSensitivity = 1.0f |
Controller left analog stick sensitivity coefficient.
The influence of controller left analog stick movement on its bound output values will be multiplied by this value before being applied.
float donut::events::InputManagerOptions::controllerRightStickSensitivity = 1.0f |
Controller right analog stick sensitivity coefficient.
The influence of controller right analog stick movement on its bound output values will be multiplied by this value before being applied.
float donut::events::InputManagerOptions::controllerLeftStickDeadzone = 0.2f |
Controller left analog stick deadzone fraction.
When the stick is at a position whose fractional distance from (0, 0) is less than or equal to this value, the actual position will be ignored and treated as if it was (0, 0) in order to avoid fluctuations or drifting when the stick is at rest.
float donut::events::InputManagerOptions::controllerRightStickDeadzone = 0.2f |
Controller right analog stick deadzone fraction.
When the stick is at a position whose fractional distance from (0, 0) is less than or equal to this value, the actual position will be ignored and treated as if it was (0, 0) in order to avoid fluctuations or drifting when the stick is at rest.
float donut::events::InputManagerOptions::controllerLeftTriggerDeadzone = 0.2f |
Controller left trigger deadzone fraction.
When the trigger is at a position whose fractional distance from 0 is less than or equal to this value, the actual position will be ignored and treated as if it was 0 in order to avoid fluctuations and accidental inputs when the trigger is at rest.
float donut::events::InputManagerOptions::controllerRightTriggerDeadzone = 0.2f |
Controller right trigger deadzone fraction.
When the trigger is at a position whose fractional distance from 0 is less than or equal to this value, the actual position will be ignored and treated as if it was 0 in order to avoid fluctuations and accidental inputs when the trigger is at rest.
float donut::events::InputManagerOptions::touchMotionSensitivity = 1.0f |
Touch finger motion sensitivity coefficient.
The influence of finger movement on its bound output values will be multiplied by this value before being applied.
float donut::events::InputManagerOptions::touchPressureDeadzone = 0.2f |
Touch finger pressure deadzone fraction.
When the pressure amount is less than or equal to this value, the actual position will be ignored and treated as if it was 0 in order to avoid fluctuations and accidental inputs when the finger is at rest.