Icarus.Input Stores event information for when a button is pressed on a device. Name of the button or key that was pressed. Initial button state for when a button or key has been pressed. Button state for when a button has been depressed and held down. Final button state for when a button has been released. Overridden string representation of this object. String representation of this object. The name of the button or key that was pressed. Whether or not the button or key was just pressed. Whether or not the button or key is being held down. Whether or not the button or key was just released. Stores event information for when a button is pressed on a joystick. Creates a new JoystickButtonPressEvent. Name of the joystick button that was pressed. Whether or not this button was just pressed. Whether or not this button is being held down. Whether or not this button was just released. Stores event information for when a key is pressed on a keyboard. Creates a new KeyboardButtonPressEvent. Name of the keyboard key that was pressed. Whether or not this key was just pressed. Whether or not this key is being held down. Whether or not this key was just released. Stores event information for when a button is pressed on a mouse. Creates a new MouseButtonPressEvent. Name of the mouse button that was pressed. Whether or not this button was just pressed. Whether or not this button is being held down. Whether or not this button was just released. Stores event information for when a joystick is moved. Stores event information for when a device is moved. The change incurred in the x-direction by the device. The change incurred in the y-direction by the device. The change incurred in the z-direction by the device. Overridden string representation of this object. String representation of this object. Delta X. The change in the x-coordinate of the device. Delta Y. The change in the y-coordinate of the device. Delta Z. The change in the z-coordinate of the device. Creates a new JoystickMovementEvent. Change in the x-coordinate. Change in the y-coordinate. Change in the z-coordinate. Stores event information for when the mouse is moved. Creates a new MouseMovementEvent. Change in the x-coordinate. Change in the y-coordinate. Change in the z-coordinate. BoundAction is an action associated with a given key or button on an input device. Name of the button or key this bound action will be applied to. The action to be done when the button or key is pressed. Constructor for a BoundAction. Name of the button or key to be mapped. Action to be assigned to the given key. Accessor for keyname. Accessor/Modifer for action. Summary description for UserInputEngine. General settings for the Input Engine. Control Form for devices to be attached to. Keyboard input device. Mouse input device. Joystick Input device. Queue of keyboard events that have yet been processed by the system. Queue of mouse events that have yet been processed by the system. Queue of joystick events that have yet been processed by the system. Array list of all key bindings for the keyboard. Array list of all button bindings for the mouse. Array list of all button bindings for the joystick. Thread that constantly polls for input received. Sorts and creates button and movement events and stores them in a queue. The singleton class instance of this class. Private singleton constructor. Initializes and configures the devices, based on the given Controller. The Controller Form that owns these devices. Initializes the devices from the system. Configures and acquires the devices for use. Updates all devices. Updates the keyboard event queue based on the actual input to the keyboard. Updates the mouse event queue based on the actual input to the mouse. Updates the joystick event queue based on the actual input to the joystick. Binds an action to a keyboard key. Name of the key. Name of the action. Binds an action to a mouse button. Name of the button. Name of the action. Binds an action to a joystick button. Name of the button. Name of the action. Adds a BoundAction of the given name and action to the given bindingList. Name of the key/button. Name of the action. List of BoundActions to be added to. Gets the action bound to the specified keyboard key. Key to get action for. The action for the key. Gets the action bound to the specified keyboard key. The action for the key. Gets the action bound to the specified mouse button. Button to get action for. The action for the button. Gets the action bound to the specified mouse button. The action for the button. Gets the action bound to the specified joystick button. Button to get action for. The action for the button. Gets the action bound to the specified joystick button. The action for the button. Returns the current action. If several input devices are invoked at the same time, first joystick will be chosen, then mouse, then keyboard. String value of the action to be performed. Gets the action bound to the key/button in the given list of BoundActions. The key/button to get the action for. List of BoundActions to search in. The action for the key/button. Starts the thread looping and polling for new input on devices. Stops the thread from looping and polling for new input on devices Continually updates input information from all devices. Accessor/Modifier for the singleton class instance. The current queue of inputs from the keyboard. The current queue of inputs from the mouse. The current queue of inputs from the joystick. I am a singleton which can be used to retrieve Input Engine settings. Members are straightforward to access. Singleton instance. Maximum length of keyboard event queue before input loss is incurred. Maximum length of mouse event queue before input loss is incurred. Maximum length of joystick event queue before input loss is incurred. Time the thread takes between each update of devices. Missed input can occur if value is set too high, Performance is lowered if value is too low. Initializes the Input Settings to the default values for the Game Engine. Load the Input Settings from fileName. Loads defaults then overwrites them with values in File. Name of File to load Accessor/Modifier for singleton instance. This sets and accesses the GLOBAL maximum number of keyboard events that are queued. This sets and accesses the GLOBAL maximum number of mouse events that are queued. This sets and accesses the GLOBAL maximum number of joystick events that are queued. This sets and accesses the GLOBAL time interval between input intervals. Summary description for InputTester. The singleton input engine. Thread that constantly polls for input received. Executes this tester form. Constructor for this Tester Form. Adds various test commands to be bound for testing. The comboBox to add these commands to. Clean up any resources being used. Required method for Designer support - do not modify the contents of this method with the code editor. Method executed by the thread, that loops forever polling the InputEngine for any input received. Stop the thread from looping and polling the InputEngine. Starts the thread looping and polling the InputEngine. Sorts and adds button and movement events to event queues. List of current keyboard keys that are being held down. List of current mouse buttons that are being held down. List of current joystick buttons that are being held down. Takes in a list of new events and determines the current states of each and adds them to the current queue. Current keyboard queue to add new events to. List of new events to sort and add. The updated current keyboard event queue. Takes in a list of new events and determines the current states of each and adds them to the current queue. Current mouse queue to add new events to. List of new events to sort and add. The updated current mouse event queue. Takes in a list of new events and determines the current states of each and adds them to the current queue. Current joystick queue to add new events to. List of new events to sort and add. The updated current joystick event queue. Takes in assorted movement readings from the mouse to create a new event and add it to the current queue. Current mouse queue to add new event to. Change in x-coordinate. Change in y-coordinate. Change in z-coordinate. The updated current mouse event queue. Takes in assorted movement readings from the joystick to create a new event and add it to the current queue. Current joystick queue to add new event to. Change in x-coordinate. Change in y-coordinate. Change in z-coordinate. The updated current joystick event queue.