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Gondwana Game Engine Development (master) - 2.6.1
Gondwana is a cross-platform 2.5D game and rendering engine written in C#/.NET 8. It provides fine-grained control over rendering, timing, and scene composition, with built-in support for parallax, z-ordering, pixel overhang, collision detection, and particle effects. Gondwana targets desktop and web platforms using SkiaSharp for graphics and pluggable audio backends for desktop and browser targets.
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Provides centralized access to all the input systems of the engine, including gamepad, keyboard, mouse, and touch input. More...
Properties | |
| IGamepadManager< IGamepadAdapter >? | GamepadManager [get, set] |
| Gets or sets the gamepad manager responsible for handling gamepad input. | |
| GamepadEventPoller? | GamepadEventPoller [get] |
| Gets the gamepad event polling subsystem, if initialized. | |
| KeyboardEventPoller? | KeyboardEventPoller [get] |
| Gets the keyboard event polling subsystem, if initialized. | |
| MouseEventPoller? | MouseEventPoller [get] |
| Gets the mouse event polling subsystem, if initialized. | |
| ITouchAdapter? | TouchAdapter [get, set] |
| Gets or sets the touch adapter responsible for providing raw touch state to the engine. | |
| TouchEventPoller? | TouchEventPoller [get] |
| Gets the touch event polling subsystem, if initialized. | |
Provides centralized access to all the input systems of the engine, including gamepad, keyboard, mouse, and touch input.
Definition at line 13 of file EngineInputSystems.cs.
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get |
Gets the gamepad event polling subsystem, if initialized.
The Gondwana.Input.Gamepad.GamepadEventPoller instance if initialized; otherwise, null.
This property provides access to the gamepad input subsystem. The poller is automatically initialized when a GamepadManager is assigned.
Definition at line 114 of file EngineInputSystems.cs.
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getset |
Gets or sets the gamepad manager responsible for handling gamepad input.
Assigning a non-null manager performs one initial connection discovery and state poll, then the engine refreshes connections and live controller state on the independent cadences in EngineConfiguration.GamepadConnectionUpdateFrequencyHz and EngineConfiguration.GamepadPollFrequencyHz.
Definition at line 30 of file EngineInputSystems.cs.
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get |
Gets the keyboard event polling subsystem, if initialized.
The Gondwana.Input.Keyboard.KeyboardEventPoller instance if initialized; otherwise, null.
This property provides access to the keyboard input subsystem. The poller must be initialized via Gondwana.Input.Keyboard.KeyboardEventPoller.Initialize with a valid IKeyboardAdapter before use.
Definition at line 128 of file EngineInputSystems.cs.
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get |
Gets the mouse event polling subsystem, if initialized.
The Gondwana.Input.Mouse.MouseEventPoller instance if initialized; otherwise, null.
This property provides access to the mouse input subsystem. The poller must be initialized via Gondwana.Input.Mouse.MouseEventPoller.Initialize with a valid IMouseAdapter before use.
Definition at line 142 of file EngineInputSystems.cs.
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getset |
Gets or sets the touch adapter responsible for providing raw touch state to the engine.
Setting this property disposes the previous adapter (if it implements IDisposable) and initializes a new TouchEventPoller instance backed by the supplied adapter. Pass null to clear the current adapter without replacing it.
Definition at line 153 of file EngineInputSystems.cs.
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get |
Gets the touch event polling subsystem, if initialized.
The Gondwana.Input.Touch.TouchEventPoller instance if initialized; otherwise, null.
This property provides access to the touch input subsystem, which also implements ITouchInput for gesture recognizer consumption. Initialize it by assigning a platform adapter to TouchAdapter, or by calling engine.InitializeAvaloniaTouchAdapter(control) from the Gondwana.Avalonia package.
Definition at line 179 of file EngineInputSystems.cs.