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hub / github.com/PolygonTek/BlueshiftEngine / ProcessPointerInput

Method ProcessPointerInput

Source/Runtime/Private/Game/GameWorld.cpp:856–888  ·  view source on GitHub ↗

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854}
855
856void GameWorld::ProcessPointerInput() {
857 if (!gameStarted) {
858 return;
859 }
860
861 if (!inputSystem.IsUpdated()) {
862 return;
863 }
864
865 StaticArray<ComCamera *, 16> cameraComponents;
866 ListUpActiveCameraComponents(cameraComponents);
867
868 // Process pointer input in reverse order.
869 for (int i = cameraComponents.Count() - 1; i >= 0; i--) {
870 ComCamera *cameraComponent = cameraComponents[i];
871
872 if (cameraComponent->ProcessMousePointerInput() || cameraComponent->ProcessTouchPointerInput()) {
873 break;
874 }
875 }
876
877 StaticArray<ComCanvas *, 16> canvasComponents;
878 ListUpActiveCanvasComponents(canvasComponents);
879
880 // Process pointer input in reverse order.
881 for (int i = canvasComponents.Count() - 1; i >= 0; i--) {
882 ComCanvas *canvasComponent = canvasComponents[i];
883
884 if (canvasComponent->ProcessMousePointerInput() || canvasComponent->ProcessTouchPointerInput()) {
885 break;
886 }
887 }
888}
889
890Entity *GameWorld::IntersectRay(const Ray &ray, int layerMask) const {
891 Entity *minEntity = nullptr;

Callers 1

UpdateMethod · 0.80

Calls 4

IsUpdatedMethod · 0.80
CountMethod · 0.45

Tested by

no test coverage detected