Torque 3D 3.7
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_ActionMapbindObj2 Function
Syntax
C++
static ConsoleDocFragment _ActionMapbindObj2("@brief Associates a function to an input event for a specified class or object.\n\n" "You must specify a device, the action to bind, a function, and an object to be called when the event happens. " "The function specified must be set to receive a single boolean value passed. Modifier flags may be specified to process " "dead zones, input inversion, and more.\n\n" "Valid modifier flags:\n\n" " - R - Input is Ranged.\n" " - S - Input is Scaled.\n" " - I - Input is inverted.\n" " - D - Dead zone is present.\n" " - N - Input should be re-fit to a non-linear scale.\n\n" "@param device The input device, such as mouse or keyboard.\n" "@param action The input event, such as space, button0, etc.\n" "@param flag Modifier flag assigned during binding, letting event know there are additional parameters to consider.\n" "@param deadZone [Required only when flag is set] Restricted region in which device motion will not be acknowledged.\n" "@param scale [Required only when flag is set] Modifies the deadZone region.\n" "@param command The function bound to the action.\n" "@param object The object or class bound to the action.\n" "@return True if the binding was successful, false if the device was unknown or description failed.\n\n" "@tsexample\n" "// Bind the mouse's movement along the x-axis to the testInput function of the Player class\n" "// DSI is flagged, meaning input is inverted, has scale and has a deadzone\n" "%this.bindObj( mouse, \"xaxis\", \"DSI\", %deadZone, %scale, \"testInput\", %player );\n" "@endtsexample\n\n\n", "ActionMap", "bool bindObj( string device, string action, string flag, string deadZone, string scale, string command, SimObjectID object );");

This is function _ActionMapbindObj2.

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