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Engine.DebugCameraInput

Extends
PlayerInput

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.Interaction
      |   
      +-- Engine.Input
         |   
         +-- Engine.PlayerInput
            |   
            +-- Engine.DebugCameraInput

Variables Summary
Inherited Variables from Engine.PlayerInput
aBaseX, aBaseY, aBaseZ, aForward, aLeftAnalogTrigger, aLookUp, aMouseX, aMouseY, aPS3AccelX, aPS3AccelY, aPS3AccelZ, aPS3Gyro, aRightAnalogTrigger, aStrafe, aTurn, aUp, AutoUnlockTurnTime, bEdgeBack, bEdgeForward, bEdgeLeft, bEdgeRight, bEnableFOVScaling, bEnableMouseSmoothing, bInvertMouse, bInvertTurn, bLockTurnUntilRelease, bStrafe, bUsingGamepad, bWasBack, bWasForward, bWasLeft, bWasRight, bXAxis, bYAxis, DoubleClickTime, DoubleClickTimer, LastAxisKeyName, LookRightScale, LookUpScale, MouseSamples, MouseSamplingTotal, MouseSensitivity, MoveForwardSpeed, MoveStrafeSpeed, RawJoyLookRight, RawJoyLookUp, RawJoyRight, RawJoyUp, SmoothedMouse[2], ZeroTime[2]
Inherited Variables from Engine.Input
AxisArray, Bindings, CurrentDelta, CurrentDeltaTime, CurrentEvent, NameToPtr, PressedKeys

Structures Summary
Inherited Structures from Engine.Input
KeyBind

Functions Summary
functionbool InputKey (int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ))
Inherited Functions from Engine.PlayerInput
AdjustMouseSensitivity, CatchDoubleClickInput, CheckForDoubleClickMove, ClearSmoothing, ClientInitInputSystem, DrawHUD, InitInputSystem, InvertMouse, InvertTurn, Jump, PlayerInput, PostProcessInput, PreClientTravel, PreProcessInput, ProcessInputMatching, SetSensitivity, SmartJump, SmoothMouse
Inherited Functions from Engine.Input
GetBind, ResetInput, SetBind


Functions Detail

InputKey Source code

function bool InputKey ( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ) )
Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this input key event
@param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
@param EventType the type of event which occured (pressed, released, etc.)
@param AmountDepressed for analog keys, the depression percent.
@return true to consume the key event, false to pass it on.


Defaultproperties

defaultproperties
{
	OnReceivedNativeInputKey=InputKey
}

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Creation time: ti 22-3-2011 19:56:48.204 - Created with UnCodeX