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input
anthony.samms edited this page May 28, 2026
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This page documents the input system. The input system is also detached from raylib to allow inputs to be handled on a separate thread.
void input_polling_thread();This thread is initialized and runs the function below every 500 microseconds:
void poll_keyboard_once();polls all keyboard and controller inputs. On Windows, this uses the GetKeyAsyncState() function; on Unix this directly checks the pressed key code.
void clear_input_buffers();Clears any inputs that need to be processed.
bool is_l_don_pressed(PlayerNum player_num = PlayerNum::ALL);
bool is_r_don_pressed(PlayerNum player_num = PlayerNum::ALL);
bool is_l_kat_pressed(PlayerNum player_num = PlayerNum::ALL);
bool is_r_kat_pressed(PlayerNum player_num = PlayerNum::ALL);Checks if a specific side of the drum is pressed, for a given player.
Building
libs
- animation
- audio
- config
- filesystem
- global_data
- input
- logging
- ray
- scores
- screen
- script
- song_parser
- text
- texture
- video
- webcam
libs/parsers
objects
objects/game
- player
- background
- gauge
- judgment
- combo
- branch_indicator
- ending_animations
- gogo_time
- fireworks
- song_info
- transition
- result_transition
- judge_counter
- score_counter
- score_counter_animation
- balloon_counter
- drumroll_counter
- kusudama_counter
- drum_hit_effect
- lane_hit_effect
- gauge_hit_effect
- combo_announce
- note_arc
objects/global
objects/title
objects/entry
objects/settings
objects/result
objects/song_select
- player
- navigator
- box_base
- box_song
- box_folder
- neiro
- modifier
- ura_switch
- diff_sort
- search_box
- dan_transition
- genre_bg
- score_history
- song_select_script
scenes