DayZ 1.26
DayZ Explorer by KGB
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returns true if 'Gamepad' or if 'Mouse/Keyboard' control is allowed locally and on server, and the respective input devicse are connected. Gamepad takes priority.
unavailableDeviceList | lists all devices that SHOULD be available, but aren't. Optional. |
Перекрестные ссылки FillUnavailableDeviceArray(), g_Game, IsActiveGamepadSelected(), IsEnabledMouseAndKeyboard(), IsEnabledMouseAndKeyboardEvenOnServer(), IsKeyboardConnected() и IsMouseConnected().
Change game focus number.
add | number to add to focus number |
input_device | if equals -1, works globally on all devices, see INPUT_DEVICE_* values in constants.h |
Enable mouse and keyboard (on consoles)
Используется в AreAllAllowedInputDevicesActive().
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Используется в GetUserGamepad().
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return true if was deflected button.
Используется в GetUserGamepad(), IsInactiveGamepadOrUserSelected() и OnGamepadConnected().
Перекрестные ссылки GetGamepadList() и GetGamepadUser().
Check if game should have focus.
input_device | if equals -1, checks all devices, see INPUT_DEVICE_* values in constants.h |
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the on OnGamepadIdentification callback will return the first gamepad where the button was pressed
button | the button that needs to be pressed for the identification |
returns true if there is an active gamepad selected.
Используется в AreAllAllowedInputDevicesActive(), IsAnyInputDeviceActive(), IsInactiveGamepadOrUserSelected() и UpdateConnectedInputDeviceList().
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returns true if 'Gamepad' or 'Mouse and Keyboard' is connected
Перекрестные ссылки IsActiveGamepadSelected(), IsKeyboardConnected() и IsMouseConnected().
Используется в AreAllAllowedInputDevicesActive().
Используется в AreAllAllowedInputDevicesActive().
Перекрестные ссылки GetGame(), GetGamepadUser() и IsActiveGamepadSelected().
Используется в OnGamepadDisconnected().
Используется в AreAllAllowedInputDevicesActive(), IsAnyInputDeviceActive() и UpdateConnectedInputDeviceList().
Returns true just in frame, when double click action invoked (button double clicked)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when hold action invoked (button is hold)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when action was invoked (button was pressed)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Returns true just in frame, when release action happened (button was released)
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
Get action state.
action | id of action, defined in 4_World/Classes/UserActionsComponent/_constants.c |
check_focus | if true and game is unfocused, returns 0; otherwise returns actual value |
callback that is fired when a new gamepad is connected
Перекрестные ссылки g_Game, GetGame(), GetGamepadUser() и SelectActiveGamepad().
callback that is fired when gamepad is disconnected
Перекрестные ссылки g_Game, GetGame(), IsInactiveGamepadOrUserSelected() и UpdateConnectedInputDeviceList().
callback that is fired when identification was requested
Перекрестные ссылки g_Game, GetGame(), SelectActiveGamepad() и UpdateConnectedInputDeviceList().
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callback that is fired when keyboard is connected (PS: and assigned to the user) does not fire on PC - mouse/keyboard assumed to always be connected
Перекрестные ссылки g_Game, GetGame() и UpdateConnectedInputDeviceList().
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callback that is fired when keyboard is disconnected does not fire on PC - mouse/keyboard assumed to always be connected
Перекрестные ссылки g_Game, GetGame() и UpdateConnectedInputDeviceList().
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called from code on different input device use
Перекрестные ссылки GetGame().
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callback that is fired when mouse is connected (PS: and assigned to the user) does not fire on PC - mouse/keyboard assumed to always be connected
Перекрестные ссылки g_Game, GetGame() и UpdateConnectedInputDeviceList().
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callback that is fired when mouse is disconnected does not fire on PC - mouse/keyboard assumed to always be connected
Перекрестные ссылки g_Game, GetGame() и UpdateConnectedInputDeviceList().
Reset game focus number (set to 0)
input_device | if equals -1, works globally on all devices, see INPUT_DEVICE_* values in constants.h |
Используется в OnGamepadConnected() и OnGamepadIdentification().
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currently lists only available Gamepad, Mouse, and Keyboard. Extendable as needed.
Перекрестные ссылки g_Game, IsActiveGamepadSelected(), IsKeyboardConnected() и IsMouseConnected().
Используется в OnGamepadDisconnected(), OnGamepadIdentification(), OnKeyboardConnected(), OnKeyboardDisconnected(), OnMouseConnected() и OnMouseDisconnected().