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Scripting Input
Important
Input polling is currently only possible during an active game, i.e. when you can control the player and not when the menu/console/NETRICSA is open.
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Buttonenum - Contains constants for everyKID_*value from the engine, e.g.Button.KID_Afor "A" letter key orButton.KID_ENTERfor Return/Enter key. -
Axisenum - Contains indices and offsets of available input axes:-
Axis.None- The first/unused axis. -
Axis.X1- Horizontal mouse axis. -
Axis.Y1- Vertical mouse axis. -
Axis.Z1- Scroll wheel axis. -
Axis.X2- Horizontal axis of the second mouse. -
Axis.Y2- Vertical axis of the second mouse. -
Axis.Joysticks- Amount of available joysticks. -
Axis.PerJoystick- Amount of axes per joystick for offsetting. -
Axis.FirstJoystick- Index of the first axis of the first joystick for offsetting. -
Axis.Count- Total amount of available axes.
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Input.GetAxisCount()
Return value: integer
Remarks: Returns amount of available axes. Equivalent to the engine's CInput::GetAxisCount() function.
Input.GetButtonsCount()
Return value: integer
Remarks: Returns amount of available buttons. Equivalent to the engine's CInput::GetButtonsCount() function.
Input.GetAxisName(axis_index)
Arguments:
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axis_index- Index of an axis from theAxisenum.
Return value: string
Remarks: Returns internal name of the specified axis. Equivalent to the engine's CInput::GetAxisName() function.
Input.GetAxisTransName(axis_index)
Arguments:
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axis_index- Index of an axis from theAxisenum.
Return value: string
Remarks: Returns localized name of the specified axis. Equivalent to the engine's CInput::GetAxisTransName() function.
Input.GetAxisValue(axis_index)
Arguments:
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axis_index- Index of an axis from theAxisenum.
Return value: float
Remarks: Returns current value of the specified axis. For joystick axes, this value is always in the -1.0 .. +1.0 range. Equivalent to the engine's CInput::GetAxisValue() function.
Input.GetButtonName(button_index)
Arguments:
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button_index- Index of a button from theButtonenum.
Return value: string
Remarks: Returns internal name of the specified button. Equivalent to the engine's CInput::GetButtonName() function.
Input.GetButtonTransName(button_index)
Arguments:
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button_index- Index of a button from theButtonenum.
Return value: string
Remarks: Returns localized name of the specified button. Equivalent to the engine's CInput::GetButtonTransName() function.
Input.GetButtonState(button_index)
Arguments:
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button_index- Index of a button from theButtonenum.
Return value: bool
Remarks: Checks whether the specified button is currently held down. Equivalent to the engine's CInput::GetButtonState() function.
Input.GetAxisByName(axis_name)
Arguments:
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axis_index- Internal name of the axis (the kind returned byInput.GetAxisName()).
Return value: integer with the index of the associated axis.
Remarks: Returns axis index by its internal name, otherwise Axis.None.
Input.GetButtonByName(button_name)
Arguments:
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button_name- Internal name of the button (the kind returned byInput.GetButtonName()).
Return value: integer with the index of the associated button.
Remarks: Returns button index by its internal name, otherwise Button.KID_NONE.
Designed and developed by Dreamy Cecil since 2022