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Input
snow.systems.input.Input
defined in ``
The snow input system. Accessed via app.input
class
Members
Methods
dispatch_gamepad_axis_event
dispatch_gamepad_axis_event(gamepad:Int, axis:Int, value:Float, timestamp:Float) : Void
manually dispatch a gamepad axis event through the system, delivered to the app handlers, internal and external dispatch_gamepad_button_down_event
dispatch_gamepad_button_down_event(gamepad:Int, button:Int, value:Float, timestamp:Float) : Void
manually dispatch a gamepad button down event through the system, delivered to the app handlers, internal and external dispatch_gamepad_button_up_event
dispatch_gamepad_button_up_event(gamepad:Int, button:Int, value:Float, timestamp:Float) : Void
manually dispatch a gamepad button up event through the system, delivered to the app handlers, internal and external dispatch_gamepad_device_event
dispatch_gamepad_device_event(gamepad:Int, id:String, type:snow.types.GamepadDeviceEventType, timestamp:Float) : Void
manually dispatch a gamepad device event through the system, delivered to the app handlers, internal and external dispatch_key_down_event
dispatch_key_down_event(keycode:Int, scancode:Int, repeat:Bool, mod:snow.types.ModState, timestamp:Float, window_id:Int) : Void
manually dispatch a key down event through the system, delivered to the app handlers, internal and external dispatch_key_up_event
dispatch_key_up_event(keycode:Int, scancode:Int, repeat:Bool, mod:snow.types.ModState, timestamp:Float, window_id:Int) : Void
manually dispatch a key up event through the system, delivered to the app handlers, internal and external dispatch_mouse_down_event
dispatch_mouse_down_event(x:Int, y:Int, button:Int, timestamp:Float, window_id:Int) : Void
manually dispatch a mouse button down event through the system, delivered to the app handlers, internal and external dispatch_mouse_move_event
dispatch_mouse_move_event(x:Int, y:Int, xrel:Int, yrel:Int, timestamp:Float, window_id:Int) : Void
manually dispatch a mouse move event through the system, delivered to the app handlers, internal and external dispatch_mouse_up_event
dispatch_mouse_up_event(x:Int, y:Int, button:Int, timestamp:Float, window_id:Int) : Void
manually dispatch a mouse button up event through the system, delivered to the app handlers, internal and external dispatch_mouse_wheel_event
dispatch_mouse_wheel_event(x:Float, y:Float, timestamp:Float, window_id:Int) : Void
manually dispatch a mouse wheel event through the system, delivered to the app handlers, internal and external dispatch_text_event
dispatch_text_event(text:String, start:Int, length:Int, type:snow.types.TextEventType, timestamp:Float, window_id:Int) : Void
manually dispatch a text event through the system, delivered to the app handlers, internal and external dispatch_touch_down_event
dispatch_touch_down_event(x:Float, y:Float, dx:Float, dy:Float, touch_id:Int, timestamp:Float) : Void
manually dispatch a touch down through the system, delivered to the app handlers, internal and external dispatch_touch_move_event
dispatch_touch_move_event(x:Float, y:Float, dx:Float, dy:Float, touch_id:Int, timestamp:Float) : Void
manually dispatch a touch move through the system, delivered to the app handlers, internal and external dispatch_touch_up_event
dispatch_touch_up_event(x:Float, y:Float, dx:Float, dy:Float, touch_id:Int, timestamp:Float) : Void
manually dispatch a touch up through the system, delivered to the app handlers, internal and external gamepadaxis
gamepadaxis(_gamepad:Int, _axis:Int) : Float
returns true if the gamepad button value is down at the time of calling this gamepaddown
gamepaddown(_gamepad:Int, _button:Int) : Bool
returns true if the gamepad button value is down at the time of calling this gamepadpressed
gamepadpressed(_gamepad:Int, _button:Int) : Bool
returns true if the mouse button was pressed in the latest frame gamepadreleased
gamepadreleased(_gamepad:Int, _button:Int) : Bool
returns true if the gamepad button was released in the latest frame keydown
keydown(_code:Int) : Bool
returns true if the
Key
value is down at the time of calling this
keypressed
keypressed(_code:Int) : Bool
returns true if the
Key
value was pressed in the latest frame
keyreleased
keyreleased(_code:Int) : Bool
returns true if the
Key
value was released in the latest frame
mousedown
mousedown(_button:Int) : Bool
returns true if the mouse button value is down at the time of calling this mousepressed
mousepressed(_button:Int) : Bool
returns true if the mouse button was pressed in the latest frame mousereleased
mousereleased(_button:Int) : Bool
returns true if the mouse button was released in the latest frame scandown
scandown(_code:Int) : Bool
returns true if the
Scan
value is down at the time of calling this
scanpressed
scanpressed(_code:Int) : Bool
returns true if the
Scan
value was pressed in the latest frame
scanreleased
scanreleased(_code:Int) : Bool
returns true if the
Scan
value was released in the latest frame