Dart Documentationgame_loopGameLoopAnalogInput

GameLoopAnalogInput class

A collection of analog input buttons

class GameLoopAnalogInput {
 final GameLoop gameLoop;
 final Map<int, GameLoopAnalogButton> buttons =
     new Map<int, GameLoopAnalogButton>();

 /** Create a digital input that supports all buttons in buttonIds. */
 GameLoopAnalogInput(this.gameLoop, List<int> buttonIds) {
   for (int buttonId in buttonIds) {
     buttons[buttonId] = new GameLoopAnalogButton(buttonId);
   }
 }

 /** The time the button was updated. */
 double timeUpdated(int buttonId) {
   GameLoopAnalogButton button = buttons[buttonId];
   if (button == null) {
     return 0.0;
   }
   return button.time;
 }

 /** The frame the button was updated. */
 int frameUpdated(int buttonId) {
   GameLoopAnalogButton button = buttons[buttonId];
   if (button == null) {
     return 0;
   }
   return button.frame;
 }

 /** The value of [buttonId]. */
 double value(int buttonId) {
   GameLoopAnalogButton button = buttons[buttonId];
   if (button == null) {
     return 0.0;
   }
   return button.value;
 }
}

Constructors

new GameLoopAnalogInput(GameLoop gameLoop, List<int> buttonIds) #

Create a digital input that supports all buttons in buttonIds.

GameLoopAnalogInput(this.gameLoop, List<int> buttonIds) {
 for (int buttonId in buttonIds) {
   buttons[buttonId] = new GameLoopAnalogButton(buttonId);
 }
}

Properties

final Map<int, GameLoopAnalogButton> buttons #

buttons =
new Map<int, GameLoopAnalogButton>()

final GameLoop gameLoop #

gameLoop

Methods

int frameUpdated(int buttonId) #

The frame the button was updated.

int frameUpdated(int buttonId) {
 GameLoopAnalogButton button = buttons[buttonId];
 if (button == null) {
   return 0;
 }
 return button.frame;
}

double timeUpdated(int buttonId) #

The time the button was updated.

double timeUpdated(int buttonId) {
 GameLoopAnalogButton button = buttons[buttonId];
 if (button == null) {
   return 0.0;
 }
 return button.time;
}

double value(int buttonId) #

The value of buttonId.

double value(int buttonId) {
 GameLoopAnalogButton button = buttons[buttonId];
 if (button == null) {
   return 0.0;
 }
 return button.value;
}