DayZ 1.24
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UAInterface Class Reference

Private Member Functions

void UAInterface ()
 
void ~UAInterface ()
 
proto native float SyncedValue_ID (int action, bool check_focus=true)
 Get action state.
 
proto native float SyncedValue (string action, bool check_focus=true)
 
proto native bool SyncedPress_ID (int action, bool check_focus=true)
 Returns true just in frame, when action was invoked (button was pressed)
 
proto native bool SyncedPress (string action, bool check_focus=true)
 
proto native bool SyncedRelease_ID (int action, bool check_focus=true)
 Returns true just in frame, when release action happened (button was released)
 
proto native bool SyncedRelease (string action, bool check_focus=true)
 
proto native bool SyncedHold_ID (int action, bool check_focus=true)
 Returns true just in frame, when hold action invoked (button is hold)
 
proto native bool SyncedHold (string action, bool check_focus=true)
 
proto native bool SyncedDbl_ID (int action, bool check_focus=true)
 Returns true just in frame, when double click action invoked (button double clicked)
 
proto native bool SyncedDbl (string action, bool check_focus=true)
 
proto native bool SyncedClick_ID (int action, bool check_focus=true)
 Returns true just in frame, when single click action invoked (button pressed and released before hold timer)
 
proto native bool SyncedClick (string action, bool check_focus=true)
 

Detailed Description

Definition at line 95 of file UAInput.c.

Constructor & Destructor Documentation

◆ UAInterface()

void UAInterface::UAInterface ( )
inlineprivate

Definition at line 97 of file UAInput.c.

97{}

◆ ~UAInterface()

void UAInterface::~UAInterface ( )
inlineprivate

Definition at line 98 of file UAInput.c.

98{}

Member Function Documentation

◆ SyncedClick()

proto native bool UAInterface::SyncedClick ( string action,
bool check_focus = true )
private

◆ SyncedClick_ID()

proto native bool UAInterface::SyncedClick_ID ( int action,
bool check_focus = true )
private

Returns true just in frame, when single click action invoked (button pressed and released before hold timer)

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
true if action was released in that frame, false otherwise
See also
SyncedClick()

◆ SyncedDbl()

proto native bool UAInterface::SyncedDbl ( string action,
bool check_focus = true )
private

◆ SyncedDbl_ID()

proto native bool UAInterface::SyncedDbl_ID ( int action,
bool check_focus = true )
private

Returns true just in frame, when double click action invoked (button double clicked)

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
true if action was released in that frame, false otherwise
See also
SyncedDbl()

◆ SyncedHold()

proto native bool UAInterface::SyncedHold ( string action,
bool check_focus = true )
private

◆ SyncedHold_ID()

proto native bool UAInterface::SyncedHold_ID ( int action,
bool check_focus = true )
private

Returns true just in frame, when hold action invoked (button is hold)

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
true if action was released in that frame, false otherwise
See also
SyncedHold()

◆ SyncedPress()

proto native bool UAInterface::SyncedPress ( string action,
bool check_focus = true )
private

◆ SyncedPress_ID()

proto native bool UAInterface::SyncedPress_ID ( int action,
bool check_focus = true )
private

Returns true just in frame, when action was invoked (button was pressed)

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
true if action was invoked in that frame, false otherwise
See also
SyncedPress()

◆ SyncedRelease()

proto native bool UAInterface::SyncedRelease ( string action,
bool check_focus = true )
private

◆ SyncedRelease_ID()

proto native bool UAInterface::SyncedRelease_ID ( int action,
bool check_focus = true )
private

Returns true just in frame, when release action happened (button was released)

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
true if action was released in that frame, false otherwise
See also
SyncedRelease()

◆ SyncedValue()

proto native float UAInterface::SyncedValue ( string action,
bool check_focus = true )
private

◆ SyncedValue_ID()

proto native float UAInterface::SyncedValue_ID ( int action,
bool check_focus = true )
private

Get action state.

Parameters
actionid of action, defined in 4_World/Classes/UserActionsComponent/_constants.c
check_focusif true and game is unfocused, returns 0; otherwise returns actual value
Returns
actual action state as float, for regular two state buttons returns 0 or 1, for analog buttons/axes returns value in interval <0, 1> with consideration of defined deadzones
See also
SyncedValue()

The documentation for this class was generated from the following file: