IInputLayer Interface
Definition
Namespace: Brine2D.Input
Represents a layer that can intercept and consume input events.
Layers are processed in priority order \(UI typically has highest priority\).
Every layer is always called each frame; the consumed parameter indicates
whether a higher-priority layer already claimed that input category.
Layers receiving consumed: true should skip gameplay logic but may
perform bookkeeping \(e\.g\., canceling a drag or resetting hover state\).
Derived
↳ UICanvas
| Properties | |
|---|---|
| Priority | Priority for input processing \(higher = processed first\). UI typically uses 1000, game uses 0. |
| Methods | |
|---|---|
| ProcessGamepadInput\(IInputContext, bool\) | Process gamepad input. Return true to consume and prevent lower layers from acting on it. Defaults to false; override when a layer needs to block gamepad input \(e\.g\., a modal dialog that should intercept confirm/cancel buttons\). |
| ProcessKeyboardInput\(IInputContext, bool\) | Process keyboard input. Return true to consume and prevent lower layers from acting on it. |
| ProcessMouseInput\(IInputContext, bool\) | Process mouse input. Return true to consume and prevent lower layers from acting on it. |