G1R AngelScript
Scripting reference for the Gothic 1 Remake
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InputDevice Namespace Reference

Functions

Input Devices
bool IsDevicePropertyHandleValid (FInputDevicePropertyHandle InHandle)
 Returns true if the given handle is valid.
APlayerController GetPlayerControllerFromPlatformUser (const FPlatformUserId UserId)
 Get the player controller who has the given Platform User ID.
APlayerController GetPlayerControllerFromInputDevice (const FInputDeviceId DeviceId)
 Get the player controller who owns the given input device id.
PlatformInputDevice
int GetAllConnectedInputDevices (TArray< FInputDeviceId > &OutInputDevices)
 Gather all currently connected input devices.
int GetAllInputDevicesForUser (const FPlatformUserId UserId, TArray< FInputDeviceId > &OutInputDevices)
 Populates the OutInputDevices array with any InputDeviceID's that are mapped to the given platform user.
FInputDeviceId GetDefaultInputDevice ()
 Returns the default device id used for things like keyboard/mouse input.
int GetAllActiveUsers (TArray< FPlatformUserId > &OutUsers)
 Get all currently active platform ids, anyone who has a mapped input device.
bool EqualEqual_PlatformUserId (FPlatformUserId A, FPlatformUserId B)
 Returns true if PlatformUserId A is equal to PlatformUserId B (A == B).
int GetAllInputDevices (TArray< FInputDeviceId > &OutInputDevices)
 Get all mapped input devices on this platform regardless of their connection state.
EInputDeviceConnectionState GetInputDeviceConnectionState (const FInputDeviceId DeviceId)
 Gets the connection state of the given input device.
FInputDeviceId GetPrimaryInputDeviceForUser (FPlatformUserId UserId)
 Returns the primary input device used by a specific player, or INPUTDEVICEID_NONE if invalid.
bool EqualEqual_InputDeviceId (FInputDeviceId A, FInputDeviceId B)
 Returns true if InputDeviceId A is equal to InputDeviceId B (A == B).
FPlatformUserId GetUserForInputDevice (FInputDeviceId DeviceId)
 Returns the platform user attached to this input device, or PLATFORMUSERID_NONE if invalid.
FPlatformUserId GetUserForUnpairedInputDevices ()
 Returns the platform user id that is being used for unmapped input devices. Will be PLATFORMUSERID_NONE if platform does not support this (this is the default behavior).
FInputDeviceId InputDeviceId_None ()
 Static invalid input device.
FPlatformUserId GetPrimaryPlatformUser ()
 Returns the 'Primary' Platform user for this platform. This typically has an internal ID of '0' and is used as the default platform user to map devices such as the keyboard and mouse that don't get assigned unique ID's from their owning platform code.
bool IsInputDeviceMappedToUnpairedUser (const FInputDeviceId InputDevice)
 Returns true if the given input device is mapped to the unpaired platform user id.
bool IsUnpairedUserId (const FPlatformUserId PlatformId)
 Returns true if the given Platform User Id is the user for unpaired input devices on this platform.
bool IsValidInputDevice (FInputDeviceId DeviceId)
 Check if the given input device is valid.
bool IsValidPlatformId (FPlatformUserId UserId)
 Check if the given platform ID is valid.
bool NotEqual_InputDeviceId (FInputDeviceId A, FInputDeviceId B)
 Returns true if InputDeviceId A is not equal to InputDeviceId B (A != B).
bool NotEqual_PlatformUserId (FPlatformUserId A, FPlatformUserId B)
 Returns true if PlatformUserId A is not equal to PlatformUserId B (A != B).
FPlatformUserId PlatformUserId_None ()
 Static invalid platform user.

Variables

Variables
const FPlatformUserId PrimaryPlatformUser
const FPlatformUserId UserForUnpairedInputDevices
const FInputDeviceId DefaultInputDevice

Function Documentation

◆ EqualEqual_InputDeviceId()

bool EqualEqual_InputDeviceId ( FInputDeviceId A,
FInputDeviceId B )

Returns true if InputDeviceId A is equal to InputDeviceId B (A == B).

◆ EqualEqual_PlatformUserId()

bool EqualEqual_PlatformUserId ( FPlatformUserId A,
FPlatformUserId B )

Returns true if PlatformUserId A is equal to PlatformUserId B (A == B).

◆ GetAllActiveUsers()

int GetAllActiveUsers ( TArray< FPlatformUserId > & OutUsers)

Get all currently active platform ids, anyone who has a mapped input device.

Parameters
OutUsersArray that will be populated with the platform users.
Returns
The number of active platform users

◆ GetAllConnectedInputDevices()

int GetAllConnectedInputDevices ( TArray< FInputDeviceId > & OutInputDevices)

Gather all currently connected input devices.

Parameters
OutInputDevicesArray of input devices to populate
Returns
The number of connected input devices

◆ GetAllInputDevices()

int GetAllInputDevices ( TArray< FInputDeviceId > & OutInputDevices)

Get all mapped input devices on this platform regardless of their connection state.

Parameters
OutInputDevicesArray of input devices to populate
Returns
The number of connected input devices

◆ GetAllInputDevicesForUser()

int GetAllInputDevicesForUser ( const FPlatformUserId UserId,
TArray< FInputDeviceId > & OutInputDevices )

Populates the OutInputDevices array with any InputDeviceID's that are mapped to the given platform user.

Parameters
UserIdThe Platform User to gather the input devices of.
OutInputDevicesArray of input device ID's that will be populated with the mapped devices.
Returns
The number of mapped devices, INDEX_NONE if the user was not found.

◆ GetDefaultInputDevice()

FInputDeviceId GetDefaultInputDevice ( )

Returns the default device id used for things like keyboard/mouse input.

◆ GetInputDeviceConnectionState()

EInputDeviceConnectionState GetInputDeviceConnectionState ( const FInputDeviceId DeviceId)

Gets the connection state of the given input device.

Parameters
DeviceIdThe device to get the connection state of
Returns
The connection state of the given device. EInputDeviceConnectionState::Unknown if the device is not mapped

◆ GetPlayerControllerFromInputDevice()

APlayerController GetPlayerControllerFromInputDevice ( const FInputDeviceId DeviceId)

Get the player controller who owns the given input device id.

◆ GetPlayerControllerFromPlatformUser()

APlayerController GetPlayerControllerFromPlatformUser ( const FPlatformUserId UserId)

Get the player controller who has the given Platform User ID.

◆ GetPrimaryInputDeviceForUser()

FInputDeviceId GetPrimaryInputDeviceForUser ( FPlatformUserId UserId)

Returns the primary input device used by a specific player, or INPUTDEVICEID_NONE if invalid.

◆ GetPrimaryPlatformUser()

FPlatformUserId GetPrimaryPlatformUser ( )

Returns the 'Primary' Platform user for this platform. This typically has an internal ID of '0' and is used as the default platform user to map devices such as the keyboard and mouse that don't get assigned unique ID's from their owning platform code.

◆ GetUserForInputDevice()

FPlatformUserId GetUserForInputDevice ( FInputDeviceId DeviceId)

Returns the platform user attached to this input device, or PLATFORMUSERID_NONE if invalid.

◆ GetUserForUnpairedInputDevices()

FPlatformUserId GetUserForUnpairedInputDevices ( )

Returns the platform user id that is being used for unmapped input devices. Will be PLATFORMUSERID_NONE if platform does not support this (this is the default behavior).

◆ InputDeviceId_None()

FInputDeviceId InputDeviceId_None ( )

Static invalid input device.

◆ IsDevicePropertyHandleValid()

bool IsDevicePropertyHandleValid ( FInputDevicePropertyHandle InHandle)

Returns true if the given handle is valid.

◆ IsInputDeviceMappedToUnpairedUser()

bool IsInputDeviceMappedToUnpairedUser ( const FInputDeviceId InputDevice)

Returns true if the given input device is mapped to the unpaired platform user id.

◆ IsUnpairedUserId()

bool IsUnpairedUserId ( const FPlatformUserId PlatformId)

Returns true if the given Platform User Id is the user for unpaired input devices on this platform.

◆ IsValidInputDevice()

bool IsValidInputDevice ( FInputDeviceId DeviceId)

Check if the given input device is valid.

Returns
True if the given input device is valid (it has been assigned an ID by the PlatformInputDeviceMapper)

◆ IsValidPlatformId()

bool IsValidPlatformId ( FPlatformUserId UserId)

Check if the given platform ID is valid.

Returns
True if the platform ID is valid (it has been assigned by the PlatformInputDeviceMapper)

◆ NotEqual_InputDeviceId()

bool NotEqual_InputDeviceId ( FInputDeviceId A,
FInputDeviceId B )

Returns true if InputDeviceId A is not equal to InputDeviceId B (A != B).

◆ NotEqual_PlatformUserId()

bool NotEqual_PlatformUserId ( FPlatformUserId A,
FPlatformUserId B )

Returns true if PlatformUserId A is not equal to PlatformUserId B (A != B).

◆ PlatformUserId_None()

FPlatformUserId PlatformUserId_None ( )

Static invalid platform user.

Variable Documentation

◆ DefaultInputDevice

const FInputDeviceId DefaultInputDevice

◆ PrimaryPlatformUser

const FPlatformUserId PrimaryPlatformUser

◆ UserForUnpairedInputDevices

const FPlatformUserId UserForUnpairedInputDevices