Input - DigiPen-Faculty/DigiPen-Graphics-Library GitHub Wiki

This file includes all the functions in the Input section.

Table Of Contents


DGL_Input_GetMousePosition

Returns the current X and Y position of the mouse, in screen coordinates. The value (0, 0) will be returned when the mouse is in the top left corner of the window, and (window_width, window_height) will be returned when the mouse is in the bottom right corner. Values are not capped at the edge of the window.

The function DGL_Camera_ScreenCoordToWorld can be used to translate this screen position into world coordinates.

Function

DGL_Vec2 DGL_Input_GetMousePosition(void)

Parameters

  • This function has no parameters.

Return

  • DGL_Vec2 - This will contain the current X and Y position of the mouse cursor.

Example

DGL_Vec2 mouseScreen = DGL_Input_GetMousePosition();
DGL_Vec2 mouseWorld = DGL_Camera_ScreenCoordToWorld(&mouseScreen);

Related


DGL_Input_GetMousePositionDelta

Returns the change in mouse position from last frame to this frame.

Function

DGL_Vec2 DGL_Input_GetMousePositionDelta(void)

Parameters

  • This function has no parameters.

Return

  • DGL_Vec2 - This will contain the difference between the mouse's position last frame and its current position.

Example

DGL_Vec2 delta = DGL_Input_GetMousePositionDelta();

Related

  • None

DGL_Input_GetMouseScrollDelta

Returns the change in the mouse scroll wheel from last frame to this frame. Positive values indicate scrolling up, negative values indicate scrolling down. A single "tick" on the mouse wheel will be 1 or -1.

Function

int DGL_Input_GetMouseScrollDelta(void)

Parameters

  • This function has no parameters.

Return

  • int - The change in the mouse scroll wheel from last frame to this frame.

Example

int delta = DGL_Input_GetMouseScrollDelta();

Related

  • None

DGL_Input_KeyDown

Returns TRUE if the specified key is currently down, and FALSE if it is not.

Function

BOOL DGL_Input_KeyDown(char key)

Parameters

  • key (char) - The key to be checked. This could be a character such as 'A' or it could be a virtual key code such as VK_SPACE or VK_LBUTTON. See Microsoft's documentation for a full list of key codes.

Return

  • BOOL - Will be TRUE if the key is down and FALSE if it is not.

Example

if (DGL_Input_KeyDown('W'))
    MoveUp();

if (DGL_Input_KeyDown(VK_LBUTTON))
    ButtonIsPressed();

Related


DGL_Input_KeyReleased

Returns TRUE if the specified key is currently not down but was down last frame, and FALSE if not.

Function

BOOL DGL_Input_KeyReleased(char key)

Parameters

  • key (char) - The key to be checked. This could be a character such as 'A' or it could be a virtual key code such as VK_SPACE or VK_LBUTTON. See Microsoft's documentation for a full list of key codes.

Return

  • BOOL - Will be TRUE if the key was released and FALSE if it was not.

Example

if (DGL_Input_KeyReleased(VK_LBUTTON))
    ButtonActivated();

Related


DGL_Input_KeyTriggered

Returns TRUE if the specified key is currently down but was not down last frame, and FALSE if not.

Function

BOOL DGL_Input_KeyTriggered(char key)

Parameters

  • key (char) - The key to be checked. This could be a character such as 'A' or it could be a virtual key code such as VK_SPACE or VK_LBUTTON. See Microsoft's documentation for a full list of key codes.

Return

  • BOOL - Will be TRUE if the key was triggered and FALSE if it was not.

Example

if (DGL_Input_KeyTriggered(VK_SPACE))
    Jump();

Related


DGL_Input_ShowCursor

Pass in FALSE to hide the mouse cursor and TRUE to display it.

Function

void DGL_Input_ShowCursor(BOOL show)

Parameters

  • show (BOOL) - Pass in FALSE to hide the mouse cursor and TRUE to display it.

Return

  • This function does not return anything.

Example

DGL_Input_ShowCursor(FALSE);

Related

  • None