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IInput

interludesoftware.tick

Interlude.Tick

IInput Interface

Raw input surface that providers expose to the UI. Per-feature actions (navigation, textbox shortcuts, console toggles, debugger keys) are \<b>not\</b> on this interface — they live on the polymorphic bindings under Bindings, which each widget reads directly. This interface stays focused on uninterpreted input.

public interface IInput

Derived
↳ InputLegacy
↳ InputSystemProvider

Properties

IInput.IsOnScreenKeyboardSupported Property

True when the runtime exposes a software keyboard (mobile, console software keyboards, etc.). Always false on standalone desktop builds.

bool IsOnScreenKeyboardSupported { get; }

Property Value

System.Boolean

Methods

IInput.CloseOnScreenKeyboard() Method

Dismisses the keyboard if one is open. Safe to call repeatedly.

void CloseOnScreenKeyboard();

IInput.ConsumeTextInput() Method

Clears the text-input buffer once a consumer has read it via PeekTextInput(), so the same characters are not delivered again next frame.

void ConsumeTextInput();

IInput.GetAltHeld() Method

Returns true while the Alt key is held (either left or right).

bool GetAltHeld();

Returns

System.Boolean

IInput.GetCtrlHeld() Method

Returns true while the Ctrl key is held (either left or right).

bool GetCtrlHeld();

Returns

System.Boolean

IInput.GetLeftDoubleClick() Method

Returns true on the frame a left-button double-click is detected.

bool GetLeftDoubleClick();

Returns

System.Boolean

IInput.GetLeftMouse() Method

Returns true while the left mouse button is held.

bool GetLeftMouse();

Returns

System.Boolean

IInput.GetLeftMouseDown() Method

Returns true on the frame the left mouse button was pressed.

bool GetLeftMouseDown();

Returns

System.Boolean

IInput.GetLeftMouseUp() Method

Returns true on the frame the left mouse button was released.

bool GetLeftMouseUp();

Returns

System.Boolean

IInput.GetMiddleMouse() Method

Returns true while the middle mouse button is held.

bool GetMiddleMouse();

Returns

System.Boolean

IInput.GetMiddleMouseDown() Method

Returns true on the frame the middle mouse button was pressed.

bool GetMiddleMouseDown();

Returns

System.Boolean

IInput.GetMiddleMouseUp() Method

Returns true on the frame the middle mouse button was released.

bool GetMiddleMouseUp();

Returns

System.Boolean

IInput.GetMousePosition() Method

Current mouse position in screen pixels.

Vector2 GetMousePosition();

Returns

UnityEngine.Vector2

IInput.GetMousePositionDelta() Method

Mouse position delta since last frame, in screen pixels.

Vector2 GetMousePositionDelta();

Returns

UnityEngine.Vector2

IInput.GetMouseScrollDelta() Method

Mouse scroll delta this frame.

Vector2 GetMouseScrollDelta();

Returns

UnityEngine.Vector2

IInput.GetOnScreenKeyboardState() Method

Snapshot of the open keyboard. Returns default when none is open.

Interlude.Tick.OnScreenKeyboardState GetOnScreenKeyboardState();

Returns

OnScreenKeyboardState

IInput.GetPointer(int) Method

Returns the pointer at index. Index 0 is the mouse; touches follow at 1..N. See Pointer for the per-pointer fields and the mouse-vs-touch coordinate convention.

Interlude.Tick.Pointer GetPointer(int index);

Parameters

index System.Int32

Returns

Pointer

IInput.GetPointerCount() Method

Number of active pointers this frame: 1 on mouse-only (the mouse pointer is always counted), plus one entry per active touch. Iterate with GetPointer(int); mouse is always at index 0.

int GetPointerCount();

Returns

System.Int32

IInput.GetRightMouse() Method

Returns true while the right mouse button is held.

bool GetRightMouse();

Returns

System.Boolean

IInput.GetRightMouseDown() Method

Returns true on the frame the right mouse button was pressed.

bool GetRightMouseDown();

Returns

System.Boolean

IInput.GetRightMouseUp() Method

Returns true on the frame the right mouse button was released.

bool GetRightMouseUp();

Returns

System.Boolean

IInput.GetShiftHeld() Method

Returns true while the Shift key is held (either left or right).

bool GetShiftHeld();

Returns

System.Boolean

IInput.OpenOnScreenKeyboard(string, OnScreenKeyboardConfig) Method

Asks the platform to show its on-screen keyboard with initialText. No-op if a keyboard is already open. Subsequent reads come from GetOnScreenKeyboardState().

void OpenOnScreenKeyboard(string initialText, Interlude.Tick.OnScreenKeyboardConfig config);

Parameters

initialText System.String

config OnScreenKeyboardConfig

IInput.PeekTextInput() Method

Characters typed since the last ConsumeTextInput(), in order, as a non-allocating view over the provider's buffer. Legacy spans Input.inputString; Input-System spans a buffer accumulated via Keyboard.current.onTextInput. Bindable shortcuts do not affect this — it is uninterpreted typed text for the textbox. The span is valid only until the next input poll or ConsumeTextInput(); copy out anything that must outlive the current read.

System.ReadOnlySpan<char> PeekTextInput();

Returns

System.ReadOnlySpan<System.Char>

IInput.Update() Method

Called once per frame to let the provider update its internal state.

void Update();