Libraries.Game.InputSet Documentation

Inherits from: Libraries.Language.Object

Variables Table

VariablesDescription
integer DROP_ITEM_INPUT
integer TEXT_INPUT
integer SHIFT
integer CONTINUE
integer TOUCH_INPUT
integer BEGIN
integer MOUSE_WHEEL_INPUT
integer FINISH
integer KEYBOARD_INPUTKEYBOARD_INPUT: BEGIN: When the key is first pressed down. CONTINUE: Each frame that the key is held down. FINISH: When the key is released. FINISH_UNCAUGHT: When the key is released, if it wasn't used as part of a keypress combination. MOUSE_INPUT: BEGIN: When the mouse button is first clicked. CONTINUE: Each frame that the button is held down. FINISH: When the button is released. FINISH_UNCAUGHT: N/A MOUSE_WHEEL_INPUT: BEGIN: When the mouse wheel moves. (Wheel movement is non-continuous - each movement is registered, but there's typically no "smooth transition" as in begin/finish) CONTINUE: N/A FINISH: N/A FINISH_UNCAUGHT: N/A MOUSE_MOVEMENT_INPUT: BEGIN: When the mouse first moves onto an Item. CONTINUE: Each mouse movement, whether on the same Item or not. FINISH: When the mouse moves off of an Item. FINISH_UNCAUGHT: N/A TOUCH_INPUT: BEGIN: When a finger first presses down. CONTINUE: Each frame a finger is touching the screen. FINISH: When the finger is removed from the screen. FINISH_UNCAUGHT: N/A DRAG_INPUT: BEGIN: When the mouse begins to move while holding a button down. CONTINUE: Each frame where the mouse moves while still holding the button. FINISH: When the mouse button is released. DROP_INPUT: BEGIN: When the dragged element first moves over the drop target. CONTINUE: Each frame (including the first frame, after the BEGIN triggers) the dragged element moves over the target. FINISH: When the dragged element is dropped onto the target. FINISH_UNCAUGHT: When the dragged element is moved off of the target without dropping it.
integer ALT
integer MOUSE_INPUT
integer GESTURE_INPUT
integer DRAG_ITEM_INPUT
integer TOUCH_MOVEMENT_INPUT
integer CONTROL
integer FINISH_UNCAUGHT
integer METAKEYBOARD_INPUT: BEGIN: When the key is first pressed down. CONTINUE: Each frame that the key is held down. FINISH: When the key is released. FINISH_UNCAUGHT: When the key is released, if it wasn't used as part of a keypress combination. MOUSE_INPUT: BEGIN: When the mouse button is first clicked. CONTINUE: Each frame that the button is held down. FINISH: When the button is released. FINISH_UNCAUGHT: N/A MOUSE_WHEEL_INPUT: BEGIN: When the mouse wheel moves. (Wheel movement is non-continuous - each movement is registered, but there's typically no "smooth transition" as in begin/finish) CONTINUE: N/A FINISH: N/A FINISH_UNCAUGHT: N/A MOUSE_MOVEMENT_INPUT: BEGIN: When the mouse first moves onto an Item. CONTINUE: Each mouse movement, whether on the same Item or not. FINISH: When the mouse moves off of an Item. FINISH_UNCAUGHT: N/A TOUCH_INPUT: BEGIN: When a finger first presses down. CONTINUE: Each frame a finger is touching the screen. FINISH: When the finger is removed from the screen. FINISH_UNCAUGHT: N/A DRAG_INPUT: BEGIN: When the mouse begins to move while holding a button down. CONTINUE: Each frame where the mouse moves while still holding the button. FINISH: When the mouse button is released. DROP_INPUT: BEGIN: When the dragged element first moves over the drop target. CONTINUE: Each frame (including the first frame, after the BEGIN triggers) the dragged element moves over the target. FINISH: When the dragged element is dropped onto the target. FINISH_UNCAUGHT: When the dragged element is moved off of the target without dropping it.
integer MOUSE_MOVEMENT_INPUT

Actions Documentation

AddModifier(integer modifier)

Parameters

  • integer modifier

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Copy()

This sets the raw bitmask. It intentionally has a nasty technical to warn the user that this action should not be used unless you really, really, know what you are doing.

Return

Libraries.Game.InputSet:

Empty()

EmptyModifiers()

Equals(Libraries.Game.InputSet set)

Parameters

Return

boolean

Equals(Libraries.Language.Object o)

Parameters

Return

boolean

GetDisplayName()

Return

text

GetHashCode()

Return

integer

GetInputTrigger()

Return

integer

GetInputType()

Return

integer

GetInputValue()

Return

integer

GetModifiers()

HasModifier(integer modifier)

Parameters

  • integer modifier

Return

boolean

RemoveModifier(integer modifier)

Parameters

  • integer modifier

Set(Libraries.Game.InputSet set)

SetBitMask(integer value)

This sets the raw bitmask. It intentionally has a nasty technical to warn the user that this action should not be used unless you really, really, know what you are doing.

Parameters

  • integer value

SetDragItemInput()

SetDropItemInput()

SetEventCount(integer count)

Parameters

  • integer count

SetGestureInput(integer gestureType)

Parameters

  • integer gestureType

SetInputTrigger(integer type)

Parameters

  • integer type

SetInputType(integer type)

Parameters

  • integer type

SetInputValue(integer value)

Parameters

  • integer value

SetKeyboardInput(integer key)

Parameters

  • integer key

SetMouseInput(integer mouseButton)

Parameters

  • integer mouseButton

SetMouseMovementInput(integer mouseButton)

Parameters

  • integer mouseButton

ToText()

Return

text