Input system
Brakeza3D incorporates mechanisms to handle keyboard, mouse, and gamepad input.
You can access most of the available input-related functionality through the Input component.
input = Components:Input()
isEnabled = input:isEnabled()
Keyboard
- isKeyEventDown(): Returns true when a key-down event is detected.
- isKeyEventUp(): Returns true when a key-up (key release) event is detected.
- isCharPressed(): Checks if a character key is currently pressed.
- isCharFirstEventDown(): Returns true only on the first press of a character key, ignoring key repeat.
- isAnyControllerButtonPressed(): Returns true if any game controller button is pressed.
Mouse
- isMouseMotion(): Returns true when mouse movement is detected.
- isClickLeft(): Returns true while the left mouse button is being held down.
- isClickRight(): Returns true while the right mouse button is being held down.
- isClickRightUp(): Returns true for one frame when the right mouse button is released.
- isMouseButtonDown(button): Returns true while the given mouse button is held down (0=left, 1=middle, 2=right).
- isMouseButtonUp(button): Returns true for one frame when the given mouse button is released.
- consumeLeftClick(): Consumes the current left click event so other systems don't process it.
- isMiddleMouseButtonPressed(): Returns true while the middle mouse button is held down.
- getRelativeRendererMouseX(): Returns the mouse X position relative to the renderer viewport.
- getRelativeRendererMouseY(): Returns the mouse Y position relative to the renderer viewport.
- getRawMouseX(): Returns the raw mouse X position in window coordinates.
- getRawMouseY(): Returns the raw mouse Y position in window coordinates.
- getMouseMotionXRel(): Returns the relative horizontal mouse movement since the last frame.
- getMouseMotionYRel(): Returns the relative vertical mouse movement since the last frame.
- isLeftMouseButtonPressed(): Returns true while the left mouse button is being held down.
- isRightMouseButtonPressed(): Returns true while the right mouse button is being held down.
- getMouseWheelY(): Returns the mouse wheel scroll delta for the current frame.
- isMouseInWindow(): Returns true while the mouse cursor is inside the application window.
Pad
- isGameControllerAvailable(): Returns true if a game controller is connected and available.
- getControllerButtonA(): Returns the state of the controller A button.
- getControllerButtonB(): Returns the state of the controller B button.
- getControllerButtonX(): Returns the state of the controller X button.
- getControllerButtonY(): Returns the state of the controller Y button.
- getControllerAxisTriggerLeft(): Returns the analog value of the left trigger axis.
- getControllerAxisTriggerRight(): Returns the analog value of the right trigger axis.
- getControllerAxisLeftX(): Returns the horizontal axis value of the left analog stick.
- getControllerAxisLeftY(): Returns the vertical axis value of the left analog stick.
- getControllerAxisRightX(): Returns the horizontal axis value of the right analog stick.
- getControllerAxisRightY(): Returns the vertical axis value of the right analog stick.
- getControllerPadUp(): Returns true if the D-Pad Up button is pressed.
- getControllerPadDown(): Returns true if the D-Pad Down button is pressed.
- getControllerPadLeft(): Returns true if the D-Pad Left button is pressed.
- getControllerPadRight(): Returns true if the D-Pad Right button is pressed.
- getControllerShoulderLeft(): Returns true if the left shoulder button is pressed.
- getControllerShoulderRight(): Returns true if the right shoulder button is pressed.
- getControllerButtonBack(): Returns true if the Back / Select button is pressed.
- getControllerButtonGuide(): Returns true if the Guide / Home button is pressed.
- getControllerButtonStart(): Returns true if the Start button is pressed.