M&B: Bannerlord 1.2.7
The horns sound, the ravens gather.
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Inherits TaleWorlds.InputSystem.IInputContext.
Public Member Functions | |
InputContext () | |
int | GetPointerX () |
int | GetPointerY () |
Vector2 | GetPointerPosition () |
Vec2 | GetPointerPositionVec2 () |
void | RegisterHotKeyCategory (GameKeyContext category) |
bool | IsCategoryRegistered (GameKeyContext category) |
void | UpdateLastDownKeys () |
void | ResetLastDownKeys () |
bool | IsHotKeyDown (string hotKey) |
bool | IsGameKeyDown (int gameKey) |
bool | IsGameKeyDownImmediate (int gameKey) |
bool | IsHotKeyDownAndReleased (string hotkey) |
Represents if the key was down while the Input was active and released. | |
bool | IsHotKeyPressed (string hotKey) |
bool | IsGameKeyDownAndReleased (int gameKey) |
Represents if the key was down while the Input was active and released. | |
bool | IsGameKeyPressed (int gameKey) |
bool | IsHotKeyReleased (string hotKey) |
bool | IsGameKeyReleased (int gameKey) |
float | GetGameKeyState (int gameKey) |
bool | IsHotKeyDoublePressed (string hotKey) |
float | GetGameKeyAxis (GameAxisKey gameKey) |
float | GetGameKeyAxis (string gameKey) |
Vec2 | GetKeyState (InputKey key) |
bool | IsKeyDown (InputKey key) |
bool | IsKeyPressed (InputKey key) |
bool | IsKeyReleased (InputKey key) |
float | GetMouseMoveX () |
float | GetMouseMoveY () |
Vec2 | GetControllerRightStickState () |
Vec2 | GetControllerLeftStickState () |
bool | GetIsMouseActive () |
bool | GetIsMouseDown () |
Vec2 | GetMousePositionPixel () |
float | GetDeltaMouseScroll () |
bool | GetIsControllerConnected () |
Vec2 | GetMousePositionRanged () |
float | GetMouseSensitivity () |
bool | IsControlDown () |
bool | IsShiftDown () |
bool | IsAltDown () |
InputKey[] | GetClickKeys () |
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[] | GetClickKeys () |
Represents the click keys. In some regional builds the click key is different. And depending on options LOption can be click. | |
Protected Member Functions | |
bool | IsMouseButton (InputKey key) |
Properties | |
bool | IsKeysAllowed [get, set] |
bool | IsMouseButtonAllowed [get, set] |
bool | IsMouseWheelAllowed [get, set] |
bool | IsControllerAllowed [get] |
bool | MouseOnMe [get, set] |
TaleWorlds.InputSystem.InputContext.InputContext | ( | ) |
int TaleWorlds.InputSystem.InputContext.GetPointerX | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
int TaleWorlds.InputSystem.InputContext.GetPointerY | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Vector2 TaleWorlds.InputSystem.InputContext.GetPointerPosition | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Vec2 TaleWorlds.InputSystem.InputContext.GetPointerPositionVec2 | ( | ) |
void TaleWorlds.InputSystem.InputContext.RegisterHotKeyCategory | ( | GameKeyContext | category | ) |
bool TaleWorlds.InputSystem.InputContext.IsCategoryRegistered | ( | GameKeyContext | category | ) |
void TaleWorlds.InputSystem.InputContext.UpdateLastDownKeys | ( | ) |
void TaleWorlds.InputSystem.InputContext.ResetLastDownKeys | ( | ) |
bool TaleWorlds.InputSystem.InputContext.IsHotKeyDown | ( | string | hotKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsGameKeyDown | ( | int | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsGameKeyDownImmediate | ( | int | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsHotKeyDownAndReleased | ( | string | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsHotKeyPressed | ( | string | hotKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsGameKeyDownAndReleased | ( | int | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsGameKeyPressed | ( | int | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsHotKeyReleased | ( | string | hotKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsGameKeyReleased | ( | int | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetGameKeyState | ( | int | gameKey | ) |
bool TaleWorlds.InputSystem.InputContext.IsHotKeyDoublePressed | ( | string | hotKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetGameKeyAxis | ( | GameAxisKey | gameKey | ) |
float TaleWorlds.InputSystem.InputContext.GetGameKeyAxis | ( | string | gameKey | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Implements TaleWorlds.InputSystem.IInputContext.
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protected |
bool TaleWorlds.InputSystem.InputContext.IsKeyDown | ( | InputKey | key | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsKeyPressed | ( | InputKey | key | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsKeyReleased | ( | InputKey | key | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetMouseMoveX | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetMouseMoveY | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Vec2 TaleWorlds.InputSystem.InputContext.GetControllerRightStickState | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Vec2 TaleWorlds.InputSystem.InputContext.GetControllerLeftStickState | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.GetIsMouseActive | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.GetIsMouseDown | ( | ) |
Vec2 TaleWorlds.InputSystem.InputContext.GetMousePositionPixel | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetDeltaMouseScroll | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.GetIsControllerConnected | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
Vec2 TaleWorlds.InputSystem.InputContext.GetMousePositionRanged | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
float TaleWorlds.InputSystem.InputContext.GetMouseSensitivity | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsControlDown | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsShiftDown | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
bool TaleWorlds.InputSystem.InputContext.IsAltDown | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
InputKey[] TaleWorlds.InputSystem.InputContext.GetClickKeys | ( | ) |
Implements TaleWorlds.InputSystem.IInputContext.
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