class UAInputSource
Constructors 2
private void UAInput()private void ~UAInput()Methods 44
proto native int NameHash()return input hash
proto native int BindingCount()return binding count
return binding at index
proto native void ClearBinding()remove all bindings
proto native void BindCombo(string sButtonName)bind combo to this input by name (single/ or append to existing button)
proto native void BindComboByHash(int iHash)bind combo to this input by hash (single/ or append to existing button)
proto native void AddAlternative()add new alternative keybind
proto native void ClearAlternative(int iIndex)clear binding alternative by index
proto native void SelectAlternative(int iIndex)select binding alternative by index
proto native int AlternativeCount()get currently assigned alternative count
proto native int AlternativeIndex()get currently selected alternative index
proto native void ClearDeviceBind(int iDeviceFlags)clear binding for specific device(s)
proto native int BindKeyCount()binded key count (for selected alternative)
binded "control" at index (for selected alternative)
binded "control" device type at index (for selected alternative)
compare binded device "control" type :: EUAINPUT_DEVICE_KEYBOARD for example
proto native float LocalValue()proto native bool LocalPress()Show 27 more
, ControlsXboxNew.Update(), DayZSpectator.EOnFrame(), DebugMonitor.SetPosition(), EmoteManager.DetermineGestureIndex(), EmoteManager.InterruptGestureCheck(), InGameMenuXbox.Update(), Inventory.InventoryMovementButtonTickHandler(), Inventory.UpdateInterval(), InviteMenu.Update(), KeybindingsMenu.Update(), LoginScreenBase.Update(), LogoutMenu.Update(), MainMenu.Update(), MainMenuConsole.Update(), MainMenuVideo.Update(), MapMenu.Update(), MissionGameplay.OnUpdate(), NoteMenu.Update(), OptionsMenu.Update(), PlayerBase.IsMapCallbackEndInput(), RadialMenu.UpdataControllerInput(), RespawnDialogue.Update(), ScriptConsole.Update(), ServerBrowserMenuNew.Update(), TitleScreenMenu.Update(), TutorialsMenu.Update(), and WarningMenuBase.Update()proto native bool LocalRelease()proto native bool LocalHold()Show 2 more
, MissionGameplay.OnUpdate(), and ServerBrowserMenuNew.Update()proto native bool LocalHoldBegin()proto native bool LocalDoubleClick()proto native bool LocalClick()proto native bool IsCombo()return true if there is currently combo bind - use Binding() result !!!
proto native bool IsLimited()return true if there is an event limit
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, TutorialKeybinds.SetElementModifier()proto native bool IsLimitConditionActive()return true if event limits matches current control item activity
proto native bool IsPressLimit()if limited to PRESS
proto native bool IsReleaseLimit()if limited to RELEASE
proto native bool IsHoldLimit()if limited to HOLD
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, TutorialKeybinds.SetElementModifier()proto native bool IsHoldBeginLimit()if limited to HOLDBEGIN
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, TutorialKeybinds.SetElementModifier()proto native bool IsClickLimit()if limited to SINGLE CLICK
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, TutorialKeybinds.SetElementModifier()proto native bool IsDoubleClickLimit()if limited to DOUBLE CLICK
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, TutorialKeybinds.SetElementModifier()has sorting group index?
proto native void Supress()supress press event for next frame (while not pressed ATM - otherwise until release)
proto native bool IsLocked()determine if locked (not active ATM)
proto native void Lock()lock (until unlock called or exclusion is selected)
proto native void Unlock()unlock exclusively
proto native int ConflictCount()get number of conflicts with other inputs
proto native void ForceEnable(bool bEnable)force enable on/ off
proto native void ForceDisable(bool bEnable)force disable on/ off
enable/ disable backlit of associated controls (EUABACKLIT_*)
proto native bool Backlit_Enabled()check whether associated controls are backlit
proto native UAIDWrapper GetPersistentWrapper()create persistent object for input access