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/** @file */
// constants for device (binding device) type determine:
//
// EUAINPUT_DEVICE_KEYBOARD
// EUAINPUT_DEVICE_MOUSE
// EUAINPUT_DEVICE_KEYBOARDMOUSE
// EUAINPUT_DEVICE_CONTROLLER
// EUAINPUT_DEVICE_IR
// -------------------------------------------------------------------------
class UAIDWrapper
{
private void UAIDWrapper() {}
private void ~UAIDWrapper() {}
proto native UAInput InputP(); // get input pointer
};
// -------------------------------------------------------------------------
class UAInput
{
proto native int ID(); // return input index
proto native int NameHash(); // return input hash
proto native int BindingCount(); // return binding count
proto native int Binding( int iIndex ); // 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)
proto native int GetBindKey( int iIndex ); // binded "control" at index (for selected alternative)
proto native int GetBindDevice( int iIndex ); // binded "control" device type at index (for selected alternative)
proto native bool CheckBindDevice( int iIndex, int iDeviceFlags ); // compare binded device "control" type :: EUAINPUT_DEVICE_KEYBOARD for example
proto native float LocalValue();
proto native bool LocalPress();
proto native bool LocalRelease();
proto native bool LocalHold();
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 !!!
// normal state is there are no limits, input generates all the events
// but if there is an limiter,
proto native bool IsLimited(); // return true if there is an event limit
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
proto native bool IsHoldBeginLimit(); // if limited to HOLDBEGIN
proto native bool IsClickLimit(); // if limited to SINGLE CLICK
proto native bool IsDoubleClickLimit(); // if limited to DOUBLE CLICK
proto native bool HasSorting( int iIndex ); // 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
proto native void Backlit_Override( int eType, int iColor ); // 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
private void UAInput();
private void ~UAInput();
};
// -------------------------------------------------------------------------
class UAInterface
{
private void UAInterface() {}
private void ~UAInterface() {}
// getting action state
/**
\brief Get action state
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return actual action state as float, for regular two state buttons returns 0 or 1, for analog buttons/axes returns value in interval <0, 1> with consideration of defined deadzones
@see SyncedValue()
*/
proto native float SyncedValue_ID(int action, bool check_focus = true);
proto native float SyncedValue(string action, bool check_focus = true);
/**
\brief Returns true just in frame, when action was invoked (button was pressed)
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return true if action was invoked in that frame, false otherwise
@see SyncedPress()
*/
proto native bool SyncedPress_ID(int action, bool check_focus = true);
proto native bool SyncedPress(string action, bool check_focus = true);
/**
\brief Returns true just in frame, when release action happened (button was released)
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return true if action was released in that frame, false otherwise
@see SyncedRelease()
*/
proto native bool SyncedRelease_ID(int action, bool check_focus = true);
proto native bool SyncedRelease(string action, bool check_focus = true);
/**
\brief Returns true just in frame, when hold action invoked (button is hold)
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return true if action was released in that frame, false otherwise
@see SyncedHold()
*/
proto native bool SyncedHold_ID(int action, bool check_focus = true);
proto native bool SyncedHold(string action, bool check_focus = true);
/**
\brief Returns true just in frame, when double click action invoked (button double clicked)
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return true if action was released in that frame, false otherwise
@see SyncedDbl()
*/
proto native bool SyncedDbl_ID(int action, bool check_focus = true);
proto native bool SyncedDbl(string action, bool check_focus = true);
/**
\brief Returns true just in frame, when single click action invoked (button pressed and released before hold timer)
@param action id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
@param check_focus if true and game is unfocused, returns 0; otherwise returns actual value
@return true if action was released in that frame, false otherwise
@see SyncedClick()
*/
proto native bool SyncedClick_ID(int action, bool check_focus = true);
proto native bool SyncedClick(string action, bool check_focus = true);
};
// -------------------------------------------------------------------------
class UAInputAPI
{
private void UAInputAPI() {}
private void ~UAInputAPI() {}
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 UAInput GetInputByID( int iID );
proto native UAInput GetInputByName( string sInputName );
proto native owned string GetButtonName( int iHash ); // get localized name for any button hash
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
// for options only mapping, do not call normally as it is not performance wise!
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 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 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
/**
\brief Resets current 'main' preset without reverting anything else ('softer' Revert)
\note Does not reset dynamic presets, since they don't have any real defaults in the core PBOs.
*/
proto native void PresetReset();
proto native int PresetCount(); // count of presets
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
};
proto native UAInputAPI GetUApi();