context_input
This type represents the GUI input context.
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
-- ...
enddid_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
-- ...
enddid_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
-- ...
endbutton_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
-- ...
endwheel_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
Returns
Type
Description
bool
true if depressed.
Example
if gui.input:is_mouse_up(gui.mouse_button.left) then
-- ...
endis_mouse_down
Returns true if the mouse key is down (pressed).
Arguments
Name
Type
Description
Returns
Type
Description
bool
true if pressed.
Example
if gui.input:is_mouse_down(gui.mouse_button.left) then
-- ...
endis_mouse_clicked
Returns true if the mouse key is clicked (switched from depressed to pressed state).
Arguments
Name
Type
Description
Returns
Type
Description
bool
true if clicked.
Example
if gui.input:is_mouse_clicked(gui.mouse_button.left) then
-- ...
endis_mouse_released
Returns true if the mouse key is released (switched from pressed to depressed state).
Arguments
Name
Type
Description
Returns
Type
Description
bool
true if released.
Example
if gui.input:is_mouse_released(gui.mouse_button.left) then
-- ...
enddid_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
-- ...
endis_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"
-- ...
endis_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"
-- ...
endis_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"
-- ...
endis_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"
-- ...
endLast updated