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    Class Input

    Frame based core system for user input from keyboard, mouse and gamepad

    Properties

    AllowGamepad

    True if gamepad is allow to use from game setting

    Declaration
    public static bool AllowGamepad { get; set; }

    AnyGamekeyDown

    True if any game-key key start to be holding at current frame

    Declaration
    public static bool AnyGamekeyDown { get; }

    AnyGamekeyHolding

    True if any game-key is holding at current frame

    Declaration
    public static bool AnyGamekeyHolding { get; }

    AnyGamepadButtonDown

    True if any gamepad button start to be holding at current frame

    Declaration
    public static bool AnyGamepadButtonDown { get; }

    AnyGamepadButtonHolding

    True if any gamepad button is holding at current frame

    Declaration
    public static bool AnyGamepadButtonHolding { get; }

    AnyKeyDown

    True if any keyboard/gamepad/mouse key start to be holding at current frame

    Declaration
    public static bool AnyKeyDown { get; }

    AnyKeyHolding

    True if any keyboard/gamepad/mouse key is holding at current frame

    Declaration
    public static bool AnyKeyHolding { get; }

    AnyKeyboardKeyDown

    True if any keyboard key start to be holding at current frame

    Declaration
    public static bool AnyKeyboardKeyDown { get; }

    AnyKeyboardKeyHolding

    True if any keyboard key is holding at current frame

    Declaration
    public static bool AnyKeyboardKeyHolding { get; }

    AnyMouseButtonDown

    True if any mouse button start to be holding at current frame

    Declaration
    public static bool AnyMouseButtonDown { get; }

    AnyMouseButtonHolding

    True if any mouse button is holding at current frame

    Declaration
    public static bool AnyMouseButtonHolding { get; }

    Direction

    Direction at current frame from gamekey, d-pad and joystick

    Declaration
    public static Int2 Direction { get; }

    DirectionX

    Horizontal direction at current frame from gamekey, d-pad and joystick

    Declaration
    public static Direction3 DirectionX { get; }

    DirectionY

    Vertical direction at current frame from gamekey, d-pad and joystick

    Declaration
    public static Direction3 DirectionY { get; }

    HoldingAlt

    True if alt key is holding at current frame

    Declaration
    public static bool HoldingAlt { get; }

    HoldingCtrl

    True if ctrl key is holding at current frame

    Declaration
    public static bool HoldingCtrl { get; }

    HoldingShift

    True if shift key is holding at current frame

    Declaration
    public static bool HoldingShift { get; }

    IgnoringKeyInput

    True if the input system do not receive keyboard/game-key input currently

    Declaration
    public static bool IgnoringKeyInput { get; }

    IgnoringMouseInput

    True if the input system do not receive mouse input currently

    Declaration
    public static bool IgnoringMouseInput { get; }

    LastActionFromMouse

    True if last user action is from mouse instead of keyboard

    Declaration
    public static bool LastActionFromMouse { get; }

    MouseGlobalPosition

    Position of the mouse at current frame in global space

    Declaration
    public static Int2 MouseGlobalPosition { get; }

    MouseGlobalPositionDelta

    Position changed of the mouse at current frame in global space

    Declaration
    public static Int2 MouseGlobalPositionDelta { get; }

    MouseLeftButtonDown

    True if mouse left button start to be holding at current frame

    Declaration
    public static bool MouseLeftButtonDown { get; }

    MouseLeftButtonHolding

    True if mouse left button is holding at current frame

    Declaration
    public static bool MouseLeftButtonHolding { get; }

    MouseLeftDownGlobalPosition

    Position of the mouse in global space when last time mouse left button press down

    Declaration
    public static Int2 MouseLeftDownGlobalPosition { get; }

    MouseMidButtonDown

    True if mouse middle button start to be holding at current frame

    Declaration
    public static bool MouseMidButtonDown { get; }

    MouseMidButtonHolding

    True if mouse middle button is holding at current frame

    Declaration
    public static bool MouseMidButtonHolding { get; }

    MouseMidDownGlobalPosition

    Position of the mouse in global space when last time mouse middle button press down

    Declaration
    public static Int2 MouseMidDownGlobalPosition { get; }

    MouseMove

    True if mouse moved at current frame

    Declaration
    public static bool MouseMove { get; }

    MouseRightButtonDown

    True if mouse right button start to be holding at current frame

    Declaration
    public static bool MouseRightButtonDown { get; }

    MouseRightButtonHolding

    True if mouse right button is holding at current frame

    Declaration
    public static bool MouseRightButtonHolding { get; }

    MouseRightDownGlobalPosition

    Position of the mouse in global space when last time mouse right button press down

    Declaration
    public static Int2 MouseRightDownGlobalPosition { get; }

    MouseScreenPosition

    Position of the mouse at current frame in screen space

    Declaration
    public static Int2 MouseScreenPosition { get; }

    MouseScreenPositionDelta

    Position changed of the mouse at current frame in screen space

    Declaration
    public static Int2 MouseScreenPositionDelta { get; }

    MouseWheelDelta

    Mouse wheel scroll value at current frame. Return negative value when the page scrolls down (the content appears to move upward)

    Declaration
    public static int MouseWheelDelta { get; }

    UnshiftedMouseGlobalPosition

    Position changed of the mouse at current frame in global space which is not effect by Input.SetMousePositionShift

    Declaration
    public static Int2 UnshiftedMouseGlobalPosition { get; }

    UsingGamepad

    True if the user just used the gamepad

    Declaration
    public static bool UsingGamepad { get; }

    UsingLeftStick

    True if the user just used the list joystick

    Declaration
    public static bool UsingLeftStick { get; }

    Methods

    CancelIgnoreKeyInput()

    Do not ignore key input any more

    Declaration
    public static void CancelIgnoreKeyInput()

    CancelIgnoreMouseInput()

    Do not ignore mouse input any more

    Declaration
    public static void CancelIgnoreMouseInput()

    GameKeyDown(Gamekey)

    True if given game-key start to be holding at current frame

    Declaration
    public static bool GameKeyDown(Gamekey key)

    GameKeyDownGUI(Gamekey)

    True if given game-key pressed down repeatedly by holding down

    Declaration
    public static bool GameKeyDownGUI(Gamekey key)

    GameKeyHolding(Gamekey)

    True if given game-key is currently holding

    Declaration
    public static bool GameKeyHolding(Gamekey key)

    GameKeyUp(Gamekey)

    True if the given game-key just released at current frame

    Declaration
    public static bool GameKeyUp(Gamekey key)

    GetDefaultGamepadMap(Gamekey)

    Get which gamepad-button is default mapping key for given game-key

    Declaration
    public static GamepadKey GetDefaultGamepadMap(Gamekey key)

    GetDefaultKeyboardMap(Gamekey)

    Get which keyboard key is default mapping key for given game-key

    Declaration
    public static KeyboardKey GetDefaultKeyboardMap(Gamekey key)

    GetGamepadMap(Gamekey)

    Get which gamepad-button is mapping into given game-key

    Declaration
    public static GamepadKey GetGamepadMap(Gamekey key)

    GetHoldingMouseButton()

    Get index of the current holding mouse button. (order: left > right > middle)

    Declaration
    public static int GetHoldingMouseButton()
    Returns
    Type Description
    int

    0 means left, 1 means right, 2 means middle, -1 means no button holding

    GetKeyboardMap(Gamekey)

    Get which keyboard key is mapping into given game-key

    Declaration
    public static KeyboardKey GetKeyboardMap(Gamekey key)

    IgnoreAllInput(int)

    Make all user input ignored by the system for given frames long

    Declaration
    public static void IgnoreAllInput(int duration = 0)

    IgnoreKeyInput(int)

    Make user keyboard/game-key input ignored by the system for given frames long

    Declaration
    public static void IgnoreKeyInput(int duration = 0)

    IgnoreMouseInput(int)

    Make all user mouse input ignored by the system for given frames long

    Declaration
    public static void IgnoreMouseInput(int duration = 0)

    IgnoreMouseToActionJump(bool, bool, bool, int)

    Ignore "mouse left to action and mouse right to jump" for given frames long

    Declaration
    public static void IgnoreMouseToActionJump(bool ignoreAction = true, bool ignoreJump = true, bool useMidButtonAsAction = false, int duration = 1)

    IgnoreRightStickToMouseWheel(int)

    Ignore "gamepad right stick to control mouse wheel" for given frames long

    Declaration
    public static void IgnoreRightStickToMouseWheel(int duration = 1)

    IsMouseLeftButtonDoubleClick(int)

    True if mouse left button performed a double click at current frame

    Declaration
    public static bool IsMouseLeftButtonDoubleClick(int clickDeltaFrame = 30)
    Parameters
    Type Name Description
    int clickDeltaFrame

    Two clicks inside this time range count as a double click

    IsMouseMiddleButtonDoubleClick(int)

    True if mouse middle button performed a double click at current frame

    Declaration
    public static bool IsMouseMiddleButtonDoubleClick(int clickDeltaFrame = 30)
    Parameters
    Type Name Description
    int clickDeltaFrame

    Two clicks inside this time range count as a double click

    IsMouseRightButtonDoubleClick(int)

    True if mouse right button performed a double click at current frame

    Declaration
    public static bool IsMouseRightButtonDoubleClick(int clickDeltaFrame = 30)
    Parameters
    Type Name Description
    int clickDeltaFrame

    Two clicks inside this time range count as a double click

    KeyboardDown(KeyboardKey)

    True if given keyboard-key start to be holding at current frame

    Declaration
    public static bool KeyboardDown(KeyboardKey key)

    KeyboardDownGUI(KeyboardKey)

    True if given keyboard-key pressed down repeatedly by holding down

    Declaration
    public static bool KeyboardDownGUI(KeyboardKey key)

    KeyboardHolding(KeyboardKey)

    True if given keyboard-key is currently holding

    Declaration
    public static bool KeyboardHolding(KeyboardKey key)

    KeyboardKeyUsed(KeyboardKey)

    True if the given keyboard-key is mark as used

    Declaration
    public static bool KeyboardKeyUsed(KeyboardKey key)

    KeyboardUp(KeyboardKey)

    True if the given keyboard-key just released at current frame

    Declaration
    public static bool KeyboardUp(KeyboardKey key)

    MouseButtonHolding(int)

    True if the given mouse button is holding at current frame

    Declaration
    public static bool MouseButtonHolding(int button)
    Parameters
    Type Name Description
    int button

    0 means left, 1 means right, 2 means middle

    MouseKeyUsed(int)

    True if the given mouse button is mark as used

    Declaration
    public static bool MouseKeyUsed(int key)
    Parameters
    Type Name Description
    int key

    0 means left, 1 means right, 2 means middle

    SetGamepadMap(Gamekey, GamepadKey)

    Map given gamepad-button into given game-key and save it to disk

    Declaration
    public static void SetGamepadMap(Gamekey gameKey, GamepadKey gamepadKey)

    SetKeyboardMap(Gamekey, KeyboardKey)

    Map given keyboard-key into given game-key and save it to disk

    Declaration
    public static void SetKeyboardMap(Gamekey gameKey, KeyboardKey keyboardKey)

    SetMousePositionShift(int, int)

    Shift mouse position for current frame. Only effect internal system not where the cursor appearingly is.

    Declaration
    public static void SetMousePositionShift(int x, int y)

    TryGetHoldingGamepadButton(out GamepadKey)

    Get the gamepad button that currently holding

    Declaration
    public static bool TryGetHoldingGamepadButton(out GamepadKey button)
    Parameters
    Type Name Description
    GamepadKey button

    Result holding button

    Returns
    Type Description
    bool

    True if holding button founded

    TryGetHoldingKeyboardKey(out KeyboardKey)

    Get the keyboard key that currently holding

    Declaration
    public static bool TryGetHoldingKeyboardKey(out KeyboardKey key)
    Parameters
    Type Name Description
    KeyboardKey key

    Result holding key

    Returns
    Type Description
    bool

    True if holding key founded

    UnuseAllMouseKey()

    Remove the used mark for all mouse button

    Declaration
    public static void UnuseAllMouseKey()

    UnuseGameKey(Gamekey)

    Remove the used mark for given game-key

    Declaration
    public static void UnuseGameKey(Gamekey key)

    UnuseKeyboardKey(KeyboardKey)

    Remove the used mark for given keyboard-key

    Declaration
    public static void UnuseKeyboardKey(KeyboardKey key)

    UnuseMouseKey(int)

    Remove the used mark for given mouse button

    Declaration
    public static void UnuseMouseKey(int key)

    UseAllHoldingKeys(bool)

    Mark all current holding game-keys ans keyboard-keys as used so they will not be "down" or "holding" at current frame

    Declaration
    public static void UseAllHoldingKeys(bool ignoreMouse = false)

    UseAllMouseKey()

    Mark all current holding mouse buttons as used so they will not be "down" or "holding" at current frame

    Declaration
    public static void UseAllMouseKey()

    UseGameKey(Gamekey)

    Mark given game-key as used so it will not be "down" or "holding" at current frame

    Declaration
    public static void UseGameKey(Gamekey key)

    UseKeyboardKey(KeyboardKey)

    Mark given keyboard-key as used so it will not be "down" or "holding" at current frame

    Declaration
    public static void UseKeyboardKey(KeyboardKey key)

    UseMouseKey(int)

    Mark given mouse button as used so it will not be "down" or "holding" at current frame

    Declaration
    public static void UseMouseKey(int index)
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