Raw input module

This module provides functionality related to the raw input events. You can directly read the raw input events from various input devices, such as keyboard, mouse, and gamepad. It includes enumerations for types of these events, as well as functions to handle them.

To add this module to your project, add the following line to your project file:

require engine.input_core // or require engine.core

Warning

Raw input module is not recommended for use due to its lack of built-in cross-platform support. It is recommended to use the Action set module instead

Example:

for (cmd in get_input_command_buffer()) {
    match (cmd) {
        if (RawKeyboardInputEvent(kind=RawKeyboardInputEventKind KeyDown, buttonIdx=$v(buttonIdx))) {
            print("kind = KeyDown, buttonIdx = {buttonIdx}")
        }
        if (RawKeyboardInputEvent(kind=RawKeyboardInputEventKind KeyUp, buttonIdx=$v(buttonIdx))) {
            print("kind = KeyUp, buttonIdx = {buttonIdx}")
        }
    }
}

Enumerations

RawKeyboardInputEventKind

Represents the kind of raw keyboard input event.

Values:
  • KeyDown = 0x0 - The key down event

  • KeyUp = 0x1 - The key up event

RawMouseInputEventKind

Represents the kind of raw mouse input event.

Values:
  • MouseMove = 0x0 - The mouse move event

  • MouseDown = 0x1 - The mouse down event

  • MouseUp = 0x2 - The mouse up event

  • MouseWheel = 0x3 - The mouse wheel event

RawMouseInputEventPointerId

Represents the pointer id of the raw mouse input event.

Values:
  • RealMouse = 0x0 - The real mouse pointer id

  • VirtualMouse = 0x1 - The virtual mouse pointer id

RawTouchInputEventKind

Represents the kind of raw touch input event.

Values:
  • TouchBegan = 0x0 - The touch began event

  • TouchMoved = 0x1 - The touch moved event

  • TouchEnded = 0x2 - The touch ended event

MouseCursor

Represents the type of the mouse cursor.

Values:
  • Default = 0 - The default cursor (arrow)

  • Arrow = 1 - The arrow cursor

  • Button = 2 - The button cursor

  • IBeam = 3 - The I-beam cursor

Structures

RawMouseInputEvent

Represents a raw mouse input event.

Fields:
  • pointerId : RawMouseInputEventPointerId - The pointer id of the raw mouse input event

  • kind : RawMouseInputEventKind - The kind of raw mouse input event

  • buttonIdx : MouseButton - The index of the button associated with the event

  • wheel : int - The wheel value for mouse wheel events

  • deltaPosition : float2 - The change in position since the last event

  • absolutePosition : float2 - The absolute position of the mouse

  • timeUsec : int64 - The time in microseconds when the event occurred

RawTouchInputEvent

Represents a raw touch input event.

Fields:
  • kind : RawTouchInputEventKind - The kind of raw touch input event

  • touchIdx : int - The index of the touch

  • deltaPosition : float2 - The change in position since the last event

  • absolutePosition : float2 - The absolute position of the touch

  • startPosition : float2 - The start position of the touch

  • timeUsec : int64 - The time in microseconds when the event occurred

RawKeyboardInputEvent

Represents a raw keyboard input event.

Fields:
  • kind : RawKeyboardInputEventKind - The kind of raw keyboard input event

  • buttonIdx : KeyCode - The index of the button associated with the event

  • shifts : KeyboardShifts - The keyboard shift state

  • repeat : bool - Indicates if the key event is a repeat event

  • charCode : uint - The character code associated with the event

  • timeUsec : int64 - The time in microseconds when the event occurred

RawGamepadInputEvent

Represents a raw gamepad input event.

Fields:
  • gamepadIndex : int - The index of the gamepad

  • buttonDownState : GamepadButtons - The state of the buttons that are currently down. Each bit of the value represent single gamepad button starting from lowest bit.

  • buttonPressedState : GamepadButtons - The state of the buttons that were pressed since the last event. Each bit of the value represent single gamepad button starting from lowest bit.

  • buttonReleasedState : GamepadButtons - The state of the buttons that were released since the last event. Each bit of the value represent single gamepad button starting from lowest bit.

  • xyz : float3 - The XYZ values of the left stick of the gamepad. The Z value is the trigger value.

  • rxyz : float3 - The XYZ values of the right stick of the gamepad. The Z value is the trigger value.

  • sensor : float4 - The sensor values of the gamepad. The first three values are the accelerometer values and the last value is the gyroscope value.

  • slider : float2 - The slider values of the gamepad. The X value is the left slider value and the Y value is the right slider value.

  • timeUsec : int64 - The time in microseconds when the event occurred

Functions

get_input_command_buffer(): CommandBuffer const&#

This command buffer can be used to communicate with the input system.

Returns:
  • CommandBuffer &# - a command buffer which contains list of input commands

get_mouse_cursor(): MouseCursor
Returns:
set_mouse_cursor(cursor_type: MouseCursor)

Change mouse cursor type.

Arguments:
get_gamepads_info(cb: block<(idx:int;deviceName:string#;deviceVendor:string#;userId:int):void>): int

Iterates over all connected gamepads and calls the callback for each one

Arguments:
  • cb : block<(idx:int;deviceName:string#;deviceVendor:string#;userId:int):void> - callback to call for each gamepad

Returns:
  • int - number of connected gamepads

Usage example:

get_gamepads_info() $(idx, deviceName, deviceVendor, userId) {
    // do something with the gamepad info
}
get_gamepads_generation(): uint64

The current generation of the gamepads. This value is incremented each time a gamepad is connected or disconnected. It can be used to detect if the gamepad list has changed.

Returns:
  • uint64 - the current generation of the gamepads

get_gamepads_count(): int
Returns:
  • int - number of connected gamepads