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    Class Input

    The user input handling service.

    Inheritance
    Input
    Assembly: FlaxEngine.dll
    File: Engine/Input/Input.h
    Syntax
    public class Input

    Fields

    ActionMappings

    Maps a discrete button or key press events to a "friendly name" that will later be bound to event-driven behavior. The end effect is that pressing (and/or releasing) a key, mouse button, or keypad button.

    Declaration
    public static Array<ActionConfig> ActionMappings
    Field Value
    Array<ActionConfig>

    ActionTriggered

    Event fired when virtual input action is triggered. Called before scripts update. See ActionMappings to edit configuration.

    Declaration
    public static Delegate<StringView, InputActionState> ActionTriggered
    Field Value
    Delegate<StringView, InputActionState>

    See Also

    AxisMappings

    Maps keyboard, controller, or mouse inputs to a "friendly name" that will later be bound to continuous game behavior, such as movement. The inputs mapped in AxisMappings are continuously polled, even if they are just reporting that their input value.

    Declaration
    public static Array<AxisConfig> AxisMappings
    Field Value
    Array<AxisConfig>

    AxisValueChanged

    Event fired when virtual input axis is changed. Called before scripts update. See AxisMappings to edit configuration.

    Declaration
    public static Delegate<StringView> AxisValueChanged
    Field Value
    Delegate<StringView>

    See Also

    CharInput

    Event fired on character input.

    Declaration
    public static Delegate<Char> CharInput
    Field Value
    Delegate<Char>

    KeyDown

    Event fired on key pressed.

    Declaration
    public static Delegate<KeyboardKeys> KeyDown
    Field Value
    Delegate<KeyboardKeys>

    KeyUp

    Event fired on key released.

    Declaration
    public static Delegate<KeyboardKeys> KeyUp
    Field Value
    Delegate<KeyboardKeys>

    MouseDoubleClick

    Event fired when mouse button double clicks.

    Declaration
    public static Delegate<Float2, MouseButton> MouseDoubleClick
    Field Value
    Delegate<Float2, MouseButton>

    MouseDown

    Event fired when mouse button goes down.

    Declaration
    public static Delegate<Float2, MouseButton> MouseDown
    Field Value
    Delegate<Float2, MouseButton>

    MouseLeave

    Event fired when mouse leaves window.

    Declaration
    public static Action MouseLeave
    Field Value
    Action

    MouseMove

    Event fired when mouse moves.

    Declaration
    public static Delegate<Float2> MouseMove
    Field Value
    Delegate<Float2>

    MouseUp

    Event fired when mouse button goes up.

    Declaration
    public static Delegate<Float2, MouseButton> MouseUp
    Field Value
    Delegate<Float2, MouseButton>

    MouseWheel

    Event fired when mouse wheel is scrolling (wheel delta is normalized).

    Declaration
    public static Delegate<Float2, float> MouseWheel
    Field Value
    Delegate<Float2, float>

    TouchDown

    Event fired when touch action begins.

    Declaration
    public static Delegate<Float2, int32> TouchDown
    Field Value
    Delegate<Float2, int32>

    TouchMove

    Event fired when touch action moves.

    Declaration
    public static Delegate<Float2, int32> TouchMove
    Field Value
    Delegate<Float2, int32>

    TouchUp

    Event fired when touch action ends.

    Declaration
    public static Delegate<Float2, int32> TouchUp
    Field Value
    Delegate<Float2, int32>

    Methods

    GetAction(const StringView& name)

    Gets the value of the virtual action identified by name. Use ActionMappings to get the current config.

    Declaration
    public static bool GetAction(const StringView& name)
    Parameters
    StringView name

    The action name.

    Returns
    bool

    True if action has been triggered in the current frame (e.g. button pressed), otherwise false.

    See Also

    GetActionConfigByName(const StringView& name)

    Gets the first action configuration by name.

    Declaration
    public static ActionConfig GetActionConfigByName(const StringView& name)
    Parameters
    StringView name

    The name of the action config.

    Returns
    ActionConfig

    The first Action configuration with the name. Empty configuration if not found.

    GetActionState(const StringView& name)

    Gets the value of the virtual action identified by name. Use ActionMappings to get the current config.

    Declaration
    public static InputActionState GetActionState(const StringView& name)
    Parameters
    StringView name

    The action name.

    Returns
    InputActionState

    A InputActionPhase determining the current phase of the Action (e.g If it was just pressed, is being held or just released).

    See Also

    GetAllActionConfigsByName(const StringView& name)

    Gets all the action configurations by name.

    Declaration
    public static Array<ActionConfig> GetAllActionConfigsByName(const StringView& name)
    Parameters
    StringView name

    The name of the action config.

    Returns
    Array<ActionConfig>

    The Action configurations with the name.

    GetAllAxisConfigsByName(const StringView& name)

    Gets all the axis configurations by name.

    Declaration
    public static Array<AxisConfig> GetAllAxisConfigsByName(const StringView& name)
    Parameters
    StringView name

    The name of the axis config.

    Returns
    Array<AxisConfig>

    The axis configurations with the name.

    GetAxis(const StringView& name)

    Gets the value of the virtual axis identified by name. Use AxisMappings to get the current config.

    Declaration
    public static float GetAxis(const StringView& name)
    Parameters
    StringView name

    The action name.

    Returns
    float

    The current axis value (e.g for gamepads it's in the range -1..1). Value is smoothed to reduce artifacts.

    See Also

    GetAxisConfigByName(const StringView& name)

    Gets the first axis configurations by name.

    Declaration
    public static AxisConfig GetAxisConfigByName(const StringView& name)
    Parameters
    StringView name

    The name of the axis config.

    Returns
    AxisConfig

    The first Axis configuration with the name. Empty configuration if not found.

    GetAxisRaw(const StringView& name)

    Gets the raw value of the virtual axis identified by name with no smoothing filtering applied. Use AxisMappings to get the current config.

    Declaration
    public static float GetAxisRaw(const StringView& name)
    Parameters
    StringView name

    The action name.

    Returns
    float

    The current axis value (e.g for gamepads it's in the range -1..1). No smoothing applied.

    See Also

    GetGamepadAxis(InputGamepadIndex gamepad, GamepadAxis axis)

    Gets the gamepad axis value.

    Declaration
    public static float GetGamepadAxis(InputGamepadIndex gamepad, GamepadAxis axis)
    Parameters
    InputGamepadIndex gamepad

    The gamepad

    GamepadAxis axis

    Gamepad axis to check

    Returns
    float

    Axis value.

    GetGamepadAxis(int32 gamepadIndex, GamepadAxis axis)

    Gets the gamepad axis value.

    Declaration
    public static float GetGamepadAxis(int32 gamepadIndex, GamepadAxis axis)
    Parameters
    int32 gamepadIndex

    The gamepad index

    GamepadAxis axis

    Gamepad axis to check

    Returns
    float

    Axis value.

    GetGamepadButton(InputGamepadIndex gamepad, GamepadButton button)

    Gets the gamepad button state (true if being pressed during the current frame).

    Declaration
    public static bool GetGamepadButton(InputGamepadIndex gamepad, GamepadButton button)
    Parameters
    InputGamepadIndex gamepad

    The gamepad

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user holds down the button, otherwise false.

    GetGamepadButton(int32 gamepadIndex, GamepadButton button)

    Gets the gamepad button state (true if being pressed during the current frame).

    Declaration
    public static bool GetGamepadButton(int32 gamepadIndex, GamepadButton button)
    Parameters
    int32 gamepadIndex

    The gamepad index

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user holds down the button, otherwise false.

    GetGamepadButtonDown(InputGamepadIndex gamepad, GamepadButton button)

    Gets the gamepad button down state (true if was pressed during the current frame).

    Declaration
    public static bool GetGamepadButtonDown(InputGamepadIndex gamepad, GamepadButton button)
    Parameters
    InputGamepadIndex gamepad

    The gamepad

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user starts pressing down the button, otherwise false.

    GetGamepadButtonDown(int32 gamepadIndex, GamepadButton button)

    Gets the gamepad button down state (true if was pressed during the current frame).

    Declaration
    public static bool GetGamepadButtonDown(int32 gamepadIndex, GamepadButton button)
    Parameters
    int32 gamepadIndex

    The gamepad index

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user starts pressing down the button, otherwise false.

    GetGamepadButtonUp(InputGamepadIndex gamepad, GamepadButton button)

    Gets the gamepad button up state (true if was released during the current frame).

    Declaration
    public static bool GetGamepadButtonUp(InputGamepadIndex gamepad, GamepadButton button)
    Parameters
    InputGamepadIndex gamepad

    The gamepad

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user releases the button, otherwise false.

    GetGamepadButtonUp(int32 gamepadIndex, GamepadButton button)

    Gets the gamepad button up state (true if was released during the current frame).

    Declaration
    public static bool GetGamepadButtonUp(int32 gamepadIndex, GamepadButton button)
    Parameters
    int32 gamepadIndex

    The gamepad index

    GamepadButton button

    Gamepad button to check

    Returns
    bool

    True if user releases the button, otherwise false.

    GetInputText()

    Gets the text entered during the current frame (Unicode).

    Declaration
    public static StringView GetInputText()
    Returns
    StringView

    The input text (Unicode).

    GetKey(KeyboardKeys key)

    Gets the key state (true if key is being pressed during this frame).

    Declaration
    public static bool GetKey(KeyboardKeys key)
    Parameters
    KeyboardKeys key

    Key ID to check

    Returns
    bool

    True while the user holds down the key identified by id

    GetKeyDown(KeyboardKeys key)

    Gets the key 'down' state (true if key was pressed in this frame).

    Declaration
    public static bool GetKeyDown(KeyboardKeys key)
    Parameters
    KeyboardKeys key

    Key ID to check

    Returns
    bool

    True during the frame the user starts pressing down the key

    GetKeyUp(KeyboardKeys key)

    Gets the key 'up' state (true if key was released in this frame).

    Declaration
    public static bool GetKeyUp(KeyboardKeys key)
    Parameters
    KeyboardKeys key

    Key ID to check

    Returns
    bool

    True during the frame the user releases the key

    GetMouseButton(MouseButton button)

    Gets the mouse button state.

    Declaration
    public static bool GetMouseButton(MouseButton button)
    Parameters
    MouseButton button

    Mouse button to check

    Returns
    bool

    True while the user holds down the button

    GetMouseButtonDown(MouseButton button)

    Gets the mouse button down state.

    Declaration
    public static bool GetMouseButtonDown(MouseButton button)
    Parameters
    MouseButton button

    Mouse button to check

    Returns
    bool

    True during the frame the user starts pressing down the button

    GetMouseButtonUp(MouseButton button)

    Gets the mouse button up state.

    Declaration
    public static bool GetMouseButtonUp(MouseButton button)
    Parameters
    MouseButton button

    Mouse button to check

    Returns
    bool

    True during the frame the user releases the button

    GetMousePosition()

    Gets the mouse position in game window coordinates.

    Declaration
    public static Float2 GetMousePosition()
    Returns
    Float2

    Mouse cursor coordinates

    GetMousePositionDelta()

    Gets the mouse position change during the last frame.

    Declaration
    public static Float2 GetMousePositionDelta()
    Returns
    Float2

    Mouse cursor position delta

    GetMouseScreenPosition()

    Gets the mouse position in screen-space coordinates.

    Declaration
    public static Float2 GetMouseScreenPosition()
    Returns
    Float2

    Mouse cursor coordinates

    GetMouseScrollDelta()

    Gets the mouse wheel change during the last frame.

    Declaration
    public static float GetMouseScrollDelta()
    Returns
    float

    Mouse wheel value delta

    SetActionConfigByName(const StringView& name, ActionConfig& config, bool all=false)

    Sets the action configuration by name.

    Declaration
    public static void SetActionConfigByName(const StringView& name, ActionConfig& config, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    ActionConfig config

    The action configuration to set. Leave the config name empty to use set name.

    bool all

    Whether to set only the first config found or all of them.

    SetActionConfigByName(const StringView& name, const GamepadButton gamepadButton, InputGamepadIndex gamepadIndex, bool all=false)

    Sets the action configuration gamepad button by name and index.

    Declaration
    public static void SetActionConfigByName(const StringView& name, const GamepadButton gamepadButton, InputGamepadIndex gamepadIndex, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    GamepadButton gamepadButton

    The gamepad button to set.

    InputGamepadIndex gamepadIndex

    The gamepad index used to find the correct config.

    bool all

    Whether to set only the first config found or all of them.

    SetActionConfigByName(const StringView& name, const KeyboardKeys key, bool all=false)

    Sets the action configuration keyboard key by name.

    Declaration
    public static void SetActionConfigByName(const StringView& name, const KeyboardKeys key, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    KeyboardKeys key

    The key to set.

    bool all

    Whether to set only the first config found or all of them.

    SetActionConfigByName(const StringView& name, const MouseButton mouseButton, bool all=false)

    Sets the action configuration mouse button by name.

    Declaration
    public static void SetActionConfigByName(const StringView& name, const MouseButton mouseButton, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    MouseButton mouseButton

    The mouse button to set.

    bool all

    Whether to set only the first config found or all of them.

    SetAxisConfigByName(const StringView& name, AxisConfig& config, bool all=false)

    Sets the axis configuration keyboard key by name and type.

    Declaration
    public static void SetAxisConfigByName(const StringView& name, AxisConfig& config, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    AxisConfig config

    The configuration to set. Leave the config name empty to use set name.

    bool all

    Whether to set only the first config found or all of them.

    SetAxisConfigByName(const StringView& name, InputAxisType inputType, const float gravity, const float deadZone, const float sensitivity, const float scale, const bool snap, bool all=false)

    Sets the axis configuration accessories by name, and type.

    Declaration
    public static void SetAxisConfigByName(const StringView& name, InputAxisType inputType, const float gravity, const float deadZone, const float sensitivity, const float scale, const bool snap, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    InputAxisType inputType

    The type to sort by.

    float gravity

    The gravity to set.

    float deadZone

    The dead zone to set.

    float sensitivity

    The sensitivity to set.

    float scale

    The scale to set.

    bool snap

    The snap to set.

    bool all

    Whether to set only the first config found or all of them.

    SetAxisConfigByName(const StringView& name, InputAxisType inputType, const GamepadButton positiveButton, const GamepadButton negativeButton, InputGamepadIndex gamepadIndex, bool all=false)

    Sets the axis configuration gamepad buttons by name, type, and index.

    Declaration
    public static void SetAxisConfigByName(const StringView& name, InputAxisType inputType, const GamepadButton positiveButton, const GamepadButton negativeButton, InputGamepadIndex gamepadIndex, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    InputAxisType inputType

    The type to sort by.

    GamepadButton positiveButton

    The positive gamepad button.

    GamepadButton negativeButton

    The negative gamepad button.

    InputGamepadIndex gamepadIndex

    The gamepad index to sort by.

    bool all

    Whether to set only the first config found or all of them.

    SetAxisConfigByName(const StringView& name, InputAxisType inputType, const KeyboardKeys positiveButton, const KeyboardKeys negativeButton, bool all=false)

    Sets the axis configuration keyboard key buttons by name and type.

    Declaration
    public static void SetAxisConfigByName(const StringView& name, InputAxisType inputType, const KeyboardKeys positiveButton, const KeyboardKeys negativeButton, bool all=false)
    Parameters
    StringView name

    The name of the action config.

    InputAxisType inputType

    The type to sort by.

    KeyboardKeys positiveButton

    The positive key button.

    KeyboardKeys negativeButton

    The negative key button.

    bool all

    Whether to set only the first config found or all of them.

    SetInputMappingFromSettings(const JsonAssetReference<class InputSettings>& settings)

    Sets and overwrites the Action and Axis mappings with the values from a new InputSettings.

    Declaration
    public static void SetInputMappingFromSettings(const JsonAssetReference<class InputSettings>& settings)
    Parameters
    JsonAssetReference<class InputSettings> settings

    The input settings.

    SetInputMappingToDefaultSettings()

    Sets and overwrites the Action and Axis mappings with the values from the InputSettings in GameSettings.

    Declaration
    public static void SetInputMappingToDefaultSettings()

    SetMousePosition(const Float2& position)

    Sets the mouse position in game window coordinates.

    Declaration
    public static void SetMousePosition(const Float2& position)
    Parameters
    Float2 position

    Mouse position to set on

    SetMouseScreenPosition(const Float2& position)

    Sets the mouse position in screen-space coordinates.

    Declaration
    public static void SetMouseScreenPosition(const Float2& position)
    Parameters
    Float2 position

    Mouse position to set on

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