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InputState

Defined in: input.ts:57

new InputState(): InputState

InputState

gamepadButtonThreshold: number = 0.5

Defined in: input.ts:172

Analog buttons (e.g. triggers) count as “down” at/above this value.


gamepadDeadzone: number = 0.15

Defined in: input.ts:174

Axis magnitudes below this read as 0 (rest-position stick jitter).


gamepads: Map<number, PadState>

Defined in: input.ts:170

Per-index pad state; an index persists across disconnect so a reconnect resumes.


keysDown: Set<string>

Defined in: input.ts:58


keysPressed: Set<string>

Defined in: input.ts:59


keysPressedFixed: Set<string>

Defined in: input.ts:83


keysReleased: Set<string>

Defined in: input.ts:60


keysReleasedFixed: Set<string>

Defined in: input.ts:84


mouseButtons: Set<number>

Defined in: input.ts:63


mouseButtonsPressed: Set<number>

Defined in: input.ts:64


mouseButtonsPressedFixed: Set<number>

Defined in: input.ts:85


mouseButtonsReleased: Set<number>

Defined in: input.ts:65


mouseButtonsReleasedFixed: Set<number>

Defined in: input.ts:86


mouseX: number = 0

Defined in: input.ts:61


mouseY: number = 0

Defined in: input.ts:62


pointerOverUI: boolean = false

Defined in: input.ts:228

True when the pointer is over an interactive UI element this frame (set each frame by the UI interaction system). Gameplay checks this to ignore input the UI handled — e.g. don’t fire a weapon when clicking a HUD button. Unity’s EventSystem.IsPointerOverGameObject() analog.


scrollDeltaX: number = 0

Defined in: input.ts:66


scrollDeltaY: number = 0

Defined in: input.ts:67


touches: Map<number, TouchPoint>

Defined in: input.ts:69


touchesEnded: Set<number>

Defined in: input.ts:71


touchesStarted: Map<number, TouchPoint>

Defined in: input.ts:70

beginFixedStep(): void

Defined in: input.ts:264

Enter a fixed-timestep step: keyboard/mouse edge queries now read the fixed mirrors. Called by App before each FixedUpdate step.

void


clearFrameState(): void

Defined in: input.ts:251

void


endFixedStep(): void

Defined in: input.ts:272

Leave a fixed step: drop the consumed edges (so a later step this frame doesn’t see them again) and restore the render context. Edges that arrived on a frame with no fixed step are never cleared here, so they survive to the next frame’s first step instead of being lost.

void


getGamepadAxis(axis, pad?): number

Defined in: input.ts:212

Signed axis value in [-1,1], with the deadzone applied.

number

number = 0

number


getGamepadButtonValue(button, pad?): number

Defined in: input.ts:207

Raw analog value of a button in [0,1] (triggers; 0/1 for digital buttons).

number

number = 0

number


getGamepads(): number[]

Defined in: input.ts:177

Indices of currently-connected gamepads.

number[]


getMousePosition(): object

Defined in: input.ts:101

object

x: number

y: number


getScrollDelta(): object

Defined in: input.ts:148

object

x: number

y: number


getTouch(id): TouchPoint | null

Defined in: input.ts:160

number

TouchPoint | null


getTouchCount(): number

Defined in: input.ts:156

number


getTouches(): TouchPoint[]

Defined in: input.ts:152

TouchPoint[]


isGamepadButtonDown(button, pad?): boolean

Defined in: input.ts:187

number

number = 0

boolean


isGamepadButtonPressed(button, pad?): boolean

Defined in: input.ts:192

number

number = 0

boolean


isGamepadButtonReleased(button, pad?): boolean

Defined in: input.ts:199

number

number = 0

boolean


isGamepadConnected(pad?): boolean

Defined in: input.ts:183

number = 0

boolean


isKeyDown(key): boolean

Defined in: input.ts:89

string

boolean


isKeyPressed(key): boolean

Defined in: input.ts:93

string

boolean


isKeyReleased(key): boolean

Defined in: input.ts:97

string

boolean


isMouseButtonDown(button): boolean

Defined in: input.ts:105

number

boolean


isMouseButtonPressed(button): boolean

Defined in: input.ts:109

number

boolean


isMouseButtonReleased(button): boolean

Defined in: input.ts:113

number

boolean


isPointerOverUI(): boolean

Defined in: input.ts:230

boolean


isTouchActive(id): boolean

Defined in: input.ts:164

number

boolean


noteKeyDown(code): void

Defined in: input.ts:122

Record a key-down. The pressed edge only fires on the transition, so a browser’s auto-repeat keydown for a held key doesn’t re-trigger it.

string

void


noteKeyUp(code): void

Defined in: input.ts:130

string

void


noteMouseDown(button): void

Defined in: input.ts:136

number

void


noteMouseUp(button): void

Defined in: input.ts:142

number

void


updateGamepads(snapshots): void

Defined in: input.ts:236

Ingest this frame’s snapshots: shift current→prev (edge detection) then store new values. Pads absent from snapshots are marked disconnected.

GamepadSnapshot[]

void