M&B: Bannerlord 1.1.0
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TaleWorlds.InputSystem.EmptyInputContext Class Reference

Inherits TaleWorlds.InputSystem.IInputContext.

Public Member Functions

 EmptyInputContext ()
 
int GetPointerX ()
 
int GetPointerY ()
 
Vector2 GetPointerPosition ()
 
bool IsGameKeyDown (int gameKey)
 
bool IsGameKeyDownImmediate (int gameKey)
 
bool IsGameKeyPressed (int gameKey)
 
bool IsGameKeyReleased (int gameKey)
 
float GetGameKeyAxis (string gameAxisKey)
 
bool IsHotKeyDown (string hotKey)
 
bool IsHotKeyReleased (string hotKey)
 
bool IsHotKeyPressed (string hotKey)
 
bool IsHotKeyDoublePressed (string hotKey)
 
Vec2 GetKeyState (InputKey key)
 
bool IsKeyDown (InputKey key)
 
bool IsKeyPressed (InputKey key)
 
bool IsKeyReleased (InputKey key)
 
float GetMouseMoveX ()
 
float GetMouseMoveY ()
 
bool GetIsMouseActive ()
 
Vec2 GetMousePositionPixel ()
 
float GetDeltaMouseScroll ()
 
bool GetIsControllerConnected ()
 
Vec2 GetMousePositionRanged ()
 
float GetMouseSensitivity ()
 
bool IsControlDown ()
 
bool IsShiftDown ()
 
bool IsAltDown ()
 
Vec2 GetControllerRightStickState ()
 
Vec2 GetControllerLeftStickState ()
 
bool IsGameKeyDownAndReleased (int gameKey)
 Represents if the key was down while the Input was active and released.
 
bool IsHotKeyDownAndReleased (string gameKey)
 Represents if the key was down while the Input was active and released.
 
InputKey GetControllerClickKey ()
 Represents the click key for controller. In some regional builds the click key is different.
 
int GetPointerX ()
 
int GetPointerY ()
 
Vector2 GetPointerPosition ()
 
bool IsGameKeyDown (int gameKey)
 
bool IsGameKeyDownImmediate (int gameKey)
 
bool IsGameKeyReleased (int gameKey)
 
bool IsGameKeyPressed (int gameKey)
 
bool IsGameKeyDownAndReleased (int gameKey)
 Represents if the key was down while the Input was active and released.
 
float GetGameKeyAxis (string gameKey)
 
bool IsHotKeyDown (string gameKey)
 
bool IsHotKeyReleased (string gameKey)
 
bool IsHotKeyPressed (string gameKey)
 
bool IsHotKeyDownAndReleased (string gameKey)
 Represents if the key was down while the Input was active and released.
 
bool IsHotKeyDoublePressed (string gameKey)
 
bool IsKeyDown (InputKey key)
 
bool IsKeyPressed (InputKey key)
 
bool IsKeyReleased (InputKey key)
 
Vec2 GetKeyState (InputKey key)
 
float GetMouseMoveX ()
 
float GetMouseMoveY ()
 
Vec2 GetControllerRightStickState ()
 
Vec2 GetControllerLeftStickState ()
 
float GetDeltaMouseScroll ()
 
bool GetIsControllerConnected ()
 
bool GetIsMouseActive ()
 
Vec2 GetMousePositionRanged ()
 
Vec2 GetMousePositionPixel ()
 
float GetMouseSensitivity ()
 
bool IsControlDown ()
 
bool IsShiftDown ()
 
bool IsAltDown ()
 
InputKey GetControllerClickKey ()
 Represents the click key for controller. In some regional builds the click key is different.
 

Constructor & Destructor Documentation

◆ EmptyInputContext()

TaleWorlds.InputSystem.EmptyInputContext.EmptyInputContext ( )

Member Function Documentation

◆ GetPointerX()

int TaleWorlds.InputSystem.EmptyInputContext.GetPointerX ( )

◆ GetPointerY()

int TaleWorlds.InputSystem.EmptyInputContext.GetPointerY ( )

◆ GetPointerPosition()

Vector2 TaleWorlds.InputSystem.EmptyInputContext.GetPointerPosition ( )

◆ IsGameKeyDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsGameKeyDown ( int  gameKey)

◆ IsGameKeyDownImmediate()

bool TaleWorlds.InputSystem.EmptyInputContext.IsGameKeyDownImmediate ( int  gameKey)

◆ IsGameKeyPressed()

bool TaleWorlds.InputSystem.EmptyInputContext.IsGameKeyPressed ( int  gameKey)

◆ IsGameKeyReleased()

bool TaleWorlds.InputSystem.EmptyInputContext.IsGameKeyReleased ( int  gameKey)

◆ GetGameKeyAxis()

float TaleWorlds.InputSystem.EmptyInputContext.GetGameKeyAxis ( string  gameAxisKey)

◆ IsHotKeyDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsHotKeyDown ( string  hotKey)

◆ IsHotKeyReleased()

bool TaleWorlds.InputSystem.EmptyInputContext.IsHotKeyReleased ( string  hotKey)

◆ IsHotKeyPressed()

bool TaleWorlds.InputSystem.EmptyInputContext.IsHotKeyPressed ( string  hotKey)

◆ IsHotKeyDoublePressed()

bool TaleWorlds.InputSystem.EmptyInputContext.IsHotKeyDoublePressed ( string  hotKey)

◆ GetKeyState()

Vec2 TaleWorlds.InputSystem.EmptyInputContext.GetKeyState ( InputKey  key)

◆ IsKeyDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsKeyDown ( InputKey  key)

◆ IsKeyPressed()

bool TaleWorlds.InputSystem.EmptyInputContext.IsKeyPressed ( InputKey  key)

◆ IsKeyReleased()

bool TaleWorlds.InputSystem.EmptyInputContext.IsKeyReleased ( InputKey  key)

◆ GetMouseMoveX()

float TaleWorlds.InputSystem.EmptyInputContext.GetMouseMoveX ( )

◆ GetMouseMoveY()

float TaleWorlds.InputSystem.EmptyInputContext.GetMouseMoveY ( )

◆ GetIsMouseActive()

bool TaleWorlds.InputSystem.EmptyInputContext.GetIsMouseActive ( )

◆ GetMousePositionPixel()

Vec2 TaleWorlds.InputSystem.EmptyInputContext.GetMousePositionPixel ( )

◆ GetDeltaMouseScroll()

float TaleWorlds.InputSystem.EmptyInputContext.GetDeltaMouseScroll ( )

◆ GetIsControllerConnected()

bool TaleWorlds.InputSystem.EmptyInputContext.GetIsControllerConnected ( )

◆ GetMousePositionRanged()

Vec2 TaleWorlds.InputSystem.EmptyInputContext.GetMousePositionRanged ( )

◆ GetMouseSensitivity()

float TaleWorlds.InputSystem.EmptyInputContext.GetMouseSensitivity ( )

◆ IsControlDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsControlDown ( )

◆ IsShiftDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsShiftDown ( )

◆ IsAltDown()

bool TaleWorlds.InputSystem.EmptyInputContext.IsAltDown ( )

◆ GetControllerRightStickState()

Vec2 TaleWorlds.InputSystem.EmptyInputContext.GetControllerRightStickState ( )

◆ GetControllerLeftStickState()

Vec2 TaleWorlds.InputSystem.EmptyInputContext.GetControllerLeftStickState ( )

◆ IsGameKeyDownAndReleased()

bool TaleWorlds.InputSystem.EmptyInputContext.IsGameKeyDownAndReleased ( int  gameKey)

◆ IsHotKeyDownAndReleased()

bool TaleWorlds.InputSystem.EmptyInputContext.IsHotKeyDownAndReleased ( string  gameKey)

◆ GetControllerClickKey()

InputKey TaleWorlds.InputSystem.EmptyInputContext.GetControllerClickKey ( )