The SInput class returns the current state of input devices connected to the players device.
To ensure a cross-platform experience that works with Game Pads, Keyboards, Mouse and Mobile devices - as well as foreign language keyboards, we do not allow you to listen for specific keyboard keys, instead you may listen to predefined key groups which are consistent across devices. These can be used where ever a function argument is named 'key'.
- Jump (usually spacebar)
- Fly (usually f)
- Run (usually left shift)
- Submit (usually return key)
- Cancel (usually escape)
- Tab Horiz (usually tab key)
- Tab Vert (gamepad only)
Returns true if 'key' was pressed during this frame.
Returns true if 'key' is being held pressed.
Returns true if 'key' is no longer pressed during this frame (but was in the last).
Returns a non-0 value if the mouse wheel is being scrolled, value usually ranges from -1 to 1
Returns a non-0 value if the mouse wheel is being scrolled, value ranges from -1 to 1
Returns true if mouse 'button' was pressed during this frame.
Returns true if mouse 'button' is being held pressed.
Returns true if mouse 'button' is no longer pressed during this frame (but was in the last).
Returns the current position of the mouse in screen pixels. If on a touch screen device, this will also return the location of the first finger being pressed.
Returns left/right (A/D) movement on X, forward/back (W/S) on Y, and up/down (E/C) on Z