DayZ 1.24
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returns true if 'Gamepad' or if 'Mouse/Keyboard' control is allowed locally and on server, and the respective input devicse are connected. Gamepad takes priority.
unavailableDeviceList | lists all devices that SHOULD be available, but aren't. Optional. |
Definition at line 165 of file input.c.
References FillUnavailableDeviceArray(), g_Game, IsActiveGamepadSelected(), IsEnabledMouseAndKeyboard(), IsEnabledMouseAndKeyboardEvenOnServer(), IsKeyboardConnected(), and IsMouseConnected().
Change game focus number.
add | number to add to focus number |
input_device | if equals -1, works globally on all devices, see INPUT_DEVICE_* values in constants.h |
Enable mouse and keyboard (on consoles)
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Referenced by GetUserGamepad().
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return true if was deflected button.
Referenced by GetUserGamepad(), IsInactiveGamepadOrUserSelected(), and OnGamepadConnected().
gets profile by index
Definition at line 307 of file input.c.
References GetGamepadList(), and GetGamepadUser().
Check if game should have focus.
input_device | if equals -1, checks all devices, see INPUT_DEVICE_* values in constants.h |
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the on OnGamepadIdentification callback will return the first gamepad where the button was pressed
button | the button that needs to be pressed for the identification |
returns true if there is an active gamepad selected.
Referenced by AreAllAllowedInputDevicesActive(), IsAnyInputDeviceActive(), IsInactiveGamepadOrUserSelected(), and UpdateConnectedInputDeviceList().
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returns true if 'Gamepad' or 'Mouse and Keyboard' is connected
Definition at line 156 of file input.c.
References IsActiveGamepadSelected(), IsKeyboardConnected(), and IsMouseConnected().
Referenced by AreAllAllowedInputDevicesActive().
Referenced by AreAllAllowedInputDevicesActive().
Definition at line 321 of file input.c.
References GetGame(), GetGamepadUser(), and IsActiveGamepadSelected().
Referenced by OnGamepadDisconnected().
Referenced by AreAllAllowedInputDevicesActive(), IsAnyInputDeviceActive(), and UpdateConnectedInputDeviceList().
Referenced by AreAllAllowedInputDevicesActive(), IsAnyInputDeviceActive(), and UpdateConnectedInputDeviceList().
Returns true just in frame, when double click action invoked (button double clicked)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when hold action invoked (button is hold)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when action was invoked (button was pressed)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when release action happened (button was released)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Get action state.
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
callback that is fired when a new gamepad is connected
Definition at line 243 of file input.c.
References g_Game, GetGame(), GetGamepadUser(), and SelectActiveGamepad().
callback that is fired when gamepad is disconnected
Definition at line 267 of file input.c.
References g_Game, GetGame(), IsInactiveGamepadOrUserSelected(), and UpdateConnectedInputDeviceList().
callback that is fired when identification was requested
Definition at line 286 of file input.c.
References g_Game, GetGame(), SelectActiveGamepad(), and UpdateConnectedInputDeviceList().
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callback that is fired when keyboard is connected (PS: and assigned to the user) does not fire on PC - mouse/keyboard assumed to always be connected
Definition at line 362 of file input.c.
References g_Game, GetGame(), and UpdateConnectedInputDeviceList().
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callback that is fired when keyboard is disconnected does not fire on PC - mouse/keyboard assumed to always be connected
Definition at line 375 of file input.c.
References g_Game, GetGame(), and UpdateConnectedInputDeviceList().
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callback that is fired when mouse is connected (PS: and assigned to the user) does not fire on PC - mouse/keyboard assumed to always be connected
Definition at line 336 of file input.c.
References g_Game, GetGame(), and UpdateConnectedInputDeviceList().
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callback that is fired when mouse is disconnected does not fire on PC - mouse/keyboard assumed to always be connected
Definition at line 349 of file input.c.
References g_Game, GetGame(), and UpdateConnectedInputDeviceList().
Reset game focus number (set to 0)
input_device | if equals -1, works globally on all devices, see INPUT_DEVICE_* values in constants.h |
Referenced by OnGamepadConnected(), and OnGamepadIdentification().
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currently lists only available Gamepad, Mouse, and Keyboard. Extendable as needed.
Definition at line 217 of file input.c.
References g_Game, IsActiveGamepadSelected(), IsKeyboardConnected(), and IsMouseConnected().
Referenced by OnGamepadDisconnected(), OnGamepadIdentification(), OnKeyboardConnected(), OnKeyboardDisconnected(), OnMouseConnected(), and OnMouseDisconnected().