PlayerInputEvent¶
Methods¶
PlayerInputEvent:getDevice()¶
- Returns "keyboard"|"mouse"|"gamepad"|"unknown"
PlayerInputEvent:getKeyCode()¶
Errors if the input device isn't "keyboard"
- Returns integer, an InputKey index
PlayerInputEvent:getGamepadButton()¶
Errors if the input device isn't "gamepad"
- Returns integer
PlayerInputEvent:getMouseButton()¶
Errors if the input device isn't "mouse"
- Returns integer, 0 = left, 1 = middle, 2 = right, 3-7 = extra buttons (X1-X5)
PlayerInputEvent:isMapped()¶
Whether this physical input is currently bound to a game control
- Returns boolean
PlayerInputEvent:cancel()¶
Suppresses this input for the rest of this frame: the game control it may be bound to, if any, does not see it. Only cancels the frame the key/button was first pressed on, not every frame it's held.