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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Gondwana.EngineInputSystems Class Referencesealed

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.

Detailed Description

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.

Property Documentation

◆ GamepadEventPoller

GamepadEventPoller? Gondwana.EngineInputSystems.GamepadEventPoller
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.

◆ GamepadManager

IGamepadManager<IGamepadAdapter>? Gondwana.EngineInputSystems.GamepadManager
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.

◆ KeyboardEventPoller

KeyboardEventPoller? Gondwana.EngineInputSystems.KeyboardEventPoller
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.

◆ MouseEventPoller

MouseEventPoller? Gondwana.EngineInputSystems.MouseEventPoller
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.

◆ TouchAdapter

ITouchAdapter? Gondwana.EngineInputSystems.TouchAdapter
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.

◆ TouchEventPoller

TouchEventPoller? Gondwana.EngineInputSystems.TouchEventPoller
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.