DIFF

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)

proto native owned string GetButtonIcon(int iHash)

get associated icon path for any button hash

proto native int ModificatorCount()

modificator count

proto native owned string GetModificatorName(int index)

modificator name

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 !)

proto native int GetDetermined(int iIndex)

total count of pressed buttons (call only when DeterminePressedButton() returned something !)

proto native UAInput RegisterInput(string sInputName, string sLoc, string sGroupName)
proto native void DeRegisterInput(string sInputName)
proto native void RegisterGroup(string sGroupName, string sLoc)
proto native void DeRegisterGroup(string sGroupName)
proto native void ActivateGroup(string sGroupName)
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 bool PresetDelete(int index)

delete specific preset - (false == not deletable!)

proto native int PresetCurrent()

determine index of current preset - (-1 == not selected)

proto native void PresetSelect(int index)

select specific preset

proto native void PresetReset()

Resets current 'main' preset without reverting anything else ('softer' Revert)

NoteDoes not reset dynamic presets, since they don't have any real defaults in the core PBOs.
proto native owned string PresetName(int index)

name of selected preset

proto native int SortingCount()

sorting group count

proto native owned string SortingName(int index)

sorting group name (different from localization!)

proto native owned string SortingLocalization(int index)

sorting group localized name

proto native void Export()

export XML (user) configuration

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

proto native void Backlit_Background(int eType, int iColor1, int iColor2)

start backlit

proto native void Backlit_Animation(string strName, float fLifeTime, int iColor1, int iColor2)

start backlit animation and after time limit -> continue with another one

proto native bool Backlit_Enabled()

check whether backlit active

proto native void Backlit_KeyByHash(int uHash, int eLayer, int eType, int iColor)

key directly (during keybinding process) (EUABACKLIT_*)

proto native void Backlit_KeyByName(string strName, int eLayer, int eType, int iColor)

key directly (by name) (EUABACKLIT_*)

proto native void Backlit_Remove(int eLayer)

turn off layer of backlit

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