class UAInputAPISource
Constructors 2
private void UAInputAPI()private void ~UAInputAPI()Methods 48
proto native void ListCurrentProfile()proto native void ListCurrentPreset()proto native void ListAvailableButtons()proto native void ListActiveGroup()proto native void GetActiveInputs(out TIntArray items)returns list of all bindable (i.e. visible) inputs from the active group ('core' by default)
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, ChatInputMenu.OnChange(), ConnectionDialogue.Update(), ControlsXbox.Update(), ControlsXboxNew.Update(), DayZPlayerImplement.OnSprintEnd(), DayZPlayerImplement.OnSprintStart(), DayZSpectator.EOnFrame(), DebugMonitor.SetPosition(), EmoteManager.DetermineGestureIndex(), InGameMenuXbox.Update(), InputUtils.InitInputMetadata(), Inventory.Update(), Inventory.UpdateInterval(), InviteMenu.Update(), ItemActionsWidget.ItemActionsWidget(), KeybindingElement.Reload(), KeybindingElementNew.Reload(), KeybindingsContainer.Apply(), KeybindingsGroup.Apply(), KeybindingsMenu.Update(), LoginScreenBase.Update(), LogoutMenu.Update(), MainMenu.Update(), MainMenuConsole.Update(), MainMenuVideo.Update(), MapMenu.Update(), MissionGameplay.AddActiveInputRestriction(), MissionGameplay.OnUpdate(), MissionGameplay.RemoveActiveInputRestriction(), MissionServer.AddActiveInputRestriction(), MissionServer.RemoveActiveInputRestriction(), NoteMenu.Update(), OptionsMenu.Update(), PlayerBase.CommandHandler(), PlayerBase.IsMapCallbackEndInput(), RadialMenu.RadialMenu(), RespawnDialogue.Update(), ScriptConsole.Update(), ServerBrowserMenuNew.Update(), TitleScreenMenu.Update(), TutorialKeybinds.Rebuild(), TutorialsMenu.Update(), and WarningMenuBase.Update()Show 8 more
, InputUtils.GetButtonIconPathFromInput(), InputUtils.GetButtonNameFromInput(), InputUtils.GetComboButtonNamesFromInput(), InputUtils.GetImagesetAndIconFromInputAction(), InputUtils.GetRichtextButtonIconFromInputAction(), Inventory.GetStringVariant(), Inventory.InitInputWrapperData(), and Inventory.UpdateInterval()get localized name for any button hash
get associated icon path for any button hash
proto native int ModificatorCount()modificator count
proto native int DeterminePressedButton()recently pressed key, mouse button or pad button (returns zero if nothing pressed)
proto native int DeterminedCount()all buttons (keys, etc.) pressed during determination test (call only when DeterminePressedButton() returned something !)
total count of pressed buttons (call only when DeterminePressedButton() returned something !)
proto native void DeRegisterInput(string sInputName)proto native void DeRegisterGroup(string sGroupName)proto native void UpdateControls()call this on each change of exclusion
proto native void ActivateGroup(string sGroupName)proto native void ActivateExclude(string sExcludeName)proto native void ActivateContext(string sContextName)proto native void ActivateModificator(string sModName)proto native void DeactivateModificator(string sModName)proto native void DeactivateContext()proto native bool PresetCreateNew()create new dynamic preset from the selected one. False == cannot create new == too many presets (current max == 6)
proto native int PresetCurrent()determine index of current preset - (-1 == not selected)
proto native void PresetSelect(int index)select specific preset
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, KeybindingsContainer.OnSelectKBPreset()proto native void PresetReset()Resets current 'main' preset without reverting anything else ('softer' Revert)
proto native int PresetCount()count of presets
name of selected preset
sorting group localized name
proto native void Export()export XML (user) configuration
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, KeybindingsMenu.Apply(), and OptionsMenu.Apply()proto native void Revert()revert XML (user) configuration - all of it and use default PBO content! Auto-exports afterward.
proto native void SaveInputPresetMiscData()saves preset index on consoles, where the regular XMLs are unavailable
proto native void SupressNextFrame(bool bForce)supress inputs for nextframe (until key release - call this when leaving main menu and alike - to avoid button collision after character control returned)
proto native void Backlit_None()turn off backlit
start backlit
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, Backlit.OnSwimmingStop(), and Backlit.UpdatePlayer()start backlit animation and after time limit -> continue with another one
proto native bool Backlit_Enabled()check whether backlit active
key directly (during keybinding process) (EUABACKLIT_*)
key directly (by name) (EUABACKLIT_*)
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, Backlit.VisualiseBlood(), and Backlit.VisualiseHealth()proto native void Backlit_Remove(int eLayer)turn off layer of backlit
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, Backlit.MainMenu_OnShow(), Backlit.OnEnterCar(), Backlit.OnLeaveCar(), and Backlit.UpdatePlayer()proto native void Backlit_ForceUpdate()this forces update immediately - USE ONLY IN LOADING SEQUENCE !!!
proto native void Backlit_EmptyQueue()empty queue of animations - use if you want to play something immediately