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VR-Engage
2.2
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Each mapping layer contains configurations for one or more devices and can be arranged in a stack to provide priority-based input handling.
#include <vreInputManager.h>
Public Attributes | |
| std::string | config |
| std::string | group |
| std::unordered_map< std::string, std::unique_ptr< DtDeviceMapping > > | deviceMappings |
| bool | alwaysOnTop |
| bool | alwaysEnabled |
| std::string makVre::DtVreInputManager::MappingLayer::config |
Source configuration file name.
| std::string makVre::DtVreInputManager::MappingLayer::group |
Mapping group name within the configuration.
| std::unordered_map<std::string, std::unique_ptr<DtDeviceMapping> > makVre::DtVreInputManager::MappingLayer::deviceMappings |
Map of device name/type to its mapping configuration.
| bool makVre::DtVreInputManager::MappingLayer::alwaysOnTop |
If true, keep this layer at the top of the stack regardless of other layers.
| bool makVre::DtVreInputManager::MappingLayer::alwaysEnabled |
If true, this layer remains active even when player controls are disabled.