M&B: Bannerlord 1.2.7
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TaleWorlds.InputSystem.InputContext Class Reference

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]
 

Constructor & Destructor Documentation

◆ InputContext()

TaleWorlds.InputSystem.InputContext.InputContext ( )

Member Function Documentation

◆ GetPointerX()

int TaleWorlds.InputSystem.InputContext.GetPointerX ( )

◆ GetPointerY()

int TaleWorlds.InputSystem.InputContext.GetPointerY ( )

◆ GetPointerPosition()

Vector2 TaleWorlds.InputSystem.InputContext.GetPointerPosition ( )

◆ GetPointerPositionVec2()

Vec2 TaleWorlds.InputSystem.InputContext.GetPointerPositionVec2 ( )

◆ RegisterHotKeyCategory()

void TaleWorlds.InputSystem.InputContext.RegisterHotKeyCategory ( GameKeyContext  category)

◆ IsCategoryRegistered()

bool TaleWorlds.InputSystem.InputContext.IsCategoryRegistered ( GameKeyContext  category)

◆ UpdateLastDownKeys()

void TaleWorlds.InputSystem.InputContext.UpdateLastDownKeys ( )

◆ ResetLastDownKeys()

void TaleWorlds.InputSystem.InputContext.ResetLastDownKeys ( )

◆ IsHotKeyDown()

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

◆ IsGameKeyDown()

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

◆ IsGameKeyDownImmediate()

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

◆ IsHotKeyDownAndReleased()

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

◆ IsHotKeyPressed()

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

◆ IsGameKeyDownAndReleased()

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

◆ IsGameKeyPressed()

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

◆ IsHotKeyReleased()

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

◆ IsGameKeyReleased()

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

◆ GetGameKeyState()

float TaleWorlds.InputSystem.InputContext.GetGameKeyState ( int  gameKey)

◆ IsHotKeyDoublePressed()

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

◆ GetGameKeyAxis() [1/2]

float TaleWorlds.InputSystem.InputContext.GetGameKeyAxis ( GameAxisKey  gameKey)

◆ GetGameKeyAxis() [2/2]

float TaleWorlds.InputSystem.InputContext.GetGameKeyAxis ( string  gameKey)

◆ GetKeyState()

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

◆ IsMouseButton()

bool TaleWorlds.InputSystem.InputContext.IsMouseButton ( InputKey  key)
protected

◆ IsKeyDown()

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

◆ IsKeyPressed()

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

◆ IsKeyReleased()

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

◆ GetMouseMoveX()

float TaleWorlds.InputSystem.InputContext.GetMouseMoveX ( )

◆ GetMouseMoveY()

float TaleWorlds.InputSystem.InputContext.GetMouseMoveY ( )

◆ GetControllerRightStickState()

Vec2 TaleWorlds.InputSystem.InputContext.GetControllerRightStickState ( )

◆ GetControllerLeftStickState()

Vec2 TaleWorlds.InputSystem.InputContext.GetControllerLeftStickState ( )

◆ GetIsMouseActive()

bool TaleWorlds.InputSystem.InputContext.GetIsMouseActive ( )

◆ GetIsMouseDown()

bool TaleWorlds.InputSystem.InputContext.GetIsMouseDown ( )

◆ GetMousePositionPixel()

Vec2 TaleWorlds.InputSystem.InputContext.GetMousePositionPixel ( )

◆ GetDeltaMouseScroll()

float TaleWorlds.InputSystem.InputContext.GetDeltaMouseScroll ( )

◆ GetIsControllerConnected()

bool TaleWorlds.InputSystem.InputContext.GetIsControllerConnected ( )

◆ GetMousePositionRanged()

Vec2 TaleWorlds.InputSystem.InputContext.GetMousePositionRanged ( )

◆ GetMouseSensitivity()

float TaleWorlds.InputSystem.InputContext.GetMouseSensitivity ( )

◆ IsControlDown()

bool TaleWorlds.InputSystem.InputContext.IsControlDown ( )

◆ IsShiftDown()

bool TaleWorlds.InputSystem.InputContext.IsShiftDown ( )

◆ IsAltDown()

bool TaleWorlds.InputSystem.InputContext.IsAltDown ( )

◆ GetClickKeys()

InputKey[] TaleWorlds.InputSystem.InputContext.GetClickKeys ( )

Property Documentation

◆ IsKeysAllowed

bool TaleWorlds.InputSystem.InputContext.IsKeysAllowed
getset

◆ IsMouseButtonAllowed

bool TaleWorlds.InputSystem.InputContext.IsMouseButtonAllowed
getset

◆ IsMouseWheelAllowed

bool TaleWorlds.InputSystem.InputContext.IsMouseWheelAllowed
getset

◆ IsControllerAllowed

bool TaleWorlds.InputSystem.InputContext.IsControllerAllowed
get

◆ MouseOnMe

bool TaleWorlds.InputSystem.InputContext.MouseOnMe
getset