context_input

This type represents the GUI input context.

You can use cursor, is_mouse_up, is_mouse_down, is_key_up and is_key_down methods outside input context. Using other methods will not make any sense, as the information will be outdated.

cursor

Returns current cursor position.

Arguments

None.

Returns

Type

Description

Cursor position.

Example

local cur = gui.input:cursor();

cursor_prev

Returns previous cursor position.

Arguments

None.

Returns

Type

Description

Previous cursor position.

Example

local prev = gui.input:cursor_prev();

cursor_delta

Delta value between previous and current cursor positions.

Arguments

None.

Returns

Type

Description

Cursor delta.

Example

local delta = gui.input:cursor_delta();

did_cursor_move

Returns true if the cursor did move since the last input.

Arguments

None.

Returns

Type

Description

bool

true if moved.

Example

if gui.input:did_cursor_move() then
    -- ...
end

did_wheel_move

Returns true if mouse scroll wheel did move since the last input.

Arguments

None.

Returns

Type

Description

bool

true if moved.

Example

if gui.input:did_wheel_move() then
    -- ...
end


did_process_mouse

Returns true if any mouse key's state had changed.

Arguments

None.

Returns

Type

Description

bool

true if processed.

Example

if gui.input:did_process_mouse() then
    -- ...
end


button_released

Returns true if any key was released since the last input.

Arguments

None.

Returns

Type

Description

bool

true if released.

Example

if gui.input:button_released() then
    -- ...
end


wheel_delta

Returns the amount of rows scrolled this input.

Arguments

None.

Returns

Type

Description

float

Rows scrolled.

Example

local scroll = gui.input:wheel_delta();

is_mouse_up

Returns true if the mouse key is up (depressed).

Arguments

Name

Type

Description

mb

Mouse button.

Returns

Type

Description

bool

true if depressed.

Example

if gui.input:is_mouse_up(gui.mouse_button.left) then
    -- ...
end

is_mouse_down

Returns true if the mouse key is down (pressed).

Arguments

Name

Type

Description

mb

Mouse button.

Returns

Type

Description

bool

true if pressed.

Example

if gui.input:is_mouse_down(gui.mouse_button.left) then
    -- ...
end

is_mouse_clicked

Returns true if the mouse key is clicked (switched from depressed to pressed state).

Arguments

Name

Type

Description

mb

Mouse button.

Returns

Type

Description

bool

true if clicked.

Example

if gui.input:is_mouse_clicked(gui.mouse_button.left) then
    -- ...
end

is_mouse_released

Returns true if the mouse key is released (switched from pressed to depressed state).

Arguments

Name

Type

Description

mb

Mouse button.

Returns

Type

Description

bool

true if released.

Example

if gui.input:is_mouse_released(gui.mouse_button.left) then
    -- ...
end

did_process_key

Returns true if any key's state had changed.

Arguments

None.

Returns

Type

Description

bool

true if state changed.

Example

if gui.input:did_process_key() then
    -- ...
end

is_key_up

Returns true if a key is up (depressed).

Arguments

Name

Type

Description

k

int

Virtual key.

Returns

Type

Description

bool

true if depressed.

Example

if gui.input:is_key_up(0x41) then -- 0x41 = "A"
    -- ...
end

is_key_down

Returns true if a key is down (pressed).

Arguments

Name

Type

Description

k

int

Virtual key.

Returns

Type

Description

bool

true if pressed.

Example

if gui.input:is_key_down(0x41) then -- 0x41 = "A"
    -- ...
end

is_key_clicked

Returns true if a key is clicked (switched from depressed to pressed state).

Arguments

Name

Type

Description

k

int

Virtual key.

Returns

Type

Description

bool

true if clicked.

Example

if gui.input:is_key_clicked(0x41) then -- 0x41 = "A"
    -- ...
end

is_key_released

Returns true if a key is released (switched from pressed to depressed state).

Arguments

Name

Type

Description

k

int

Virtual key.

Returns

Type

Description

bool

true if released.

Example

if gui.input:is_key_released(0x41) then -- 0x41 = "A"
    -- ...
end

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