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Input

snow.systems.input.Input defined in ``

The snow input system. Accessed via app.input


class
meta: @:allow(snow.Snow)


 

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