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A Godot-inspired action input handling system for Ebitengine

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I need the user to be able to click on an object and pull it into some direction. When the user releases the mouse button, the object would move into...

It might be a good idea to add the ability to use mouse movement on the X and Y axes as input sources as well to match joystick movement.

enhancement

When a mouse is being pressed, the cursor can still move. So when the released event happens, the cursor location can be different. It would be convenient to have a...

How would a tap release event work? Should it trigger the next frame after the tap action was registered and reported as just pressed? Or should it be triggered during...

Let's imagine a situation where the user is pressing the ctrl+left mouse button. The keymap may have these actions: * `ctrl+lmb` = ping (`ActionPing`) * `lmb` = move to the...

I'm going to implement #25, but without simulated events support. So it will be possible to handle a key release event, but it will not be possible to Emit an...

To make the game really polished, a keymap rebinding can be a desirable feature. I would like to have some helpers provided by this library.

The library works well as is, but I personally have a preference to attach an event listener and have the library call my function when the action occurs rather than...

It's not hard to duplicate this option to have a way to control a deadzone on a per-stick level.

Hello, great work on this input add-on! Really appreciate the community making tools like this - I was wondering if I missed it or not, but is there an action...