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.
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.
Property Value¶
Methods¶
IInput.CloseOnScreenKeyboard() Method¶
Dismisses the keyboard if one is open. Safe to call repeatedly.
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.
IInput.GetAltHeld() Method¶
Returns true while the Alt key is held (either left or right).
Returns¶
IInput.GetCtrlHeld() Method¶
Returns true while the Ctrl key is held (either left or right).
Returns¶
IInput.GetLeftDoubleClick() Method¶
Returns true on the frame a left-button double-click is detected.
Returns¶
IInput.GetLeftMouse() Method¶
Returns true while the left mouse button is held.
Returns¶
IInput.GetLeftMouseDown() Method¶
Returns true on the frame the left mouse button was pressed.
Returns¶
IInput.GetLeftMouseUp() Method¶
Returns true on the frame the left mouse button was released.
Returns¶
IInput.GetMiddleMouse() Method¶
Returns true while the middle mouse button is held.
Returns¶
IInput.GetMiddleMouseDown() Method¶
Returns true on the frame the middle mouse button was pressed.
Returns¶
IInput.GetMiddleMouseUp() Method¶
Returns true on the frame the middle mouse button was released.
Returns¶
IInput.GetMousePosition() Method¶
Current mouse position in screen pixels.
Returns¶
IInput.GetMousePositionDelta() Method¶
Mouse position delta since last frame, in screen pixels.
Returns¶
IInput.GetMouseScrollDelta() Method¶
Mouse scroll delta this frame.
Returns¶
IInput.GetOnScreenKeyboardState() Method¶
Snapshot of the open keyboard. Returns default when none is open.
Returns¶
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.
Parameters¶
index System.Int32
Returns¶
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.
Returns¶
IInput.GetRightMouse() Method¶
Returns true while the right mouse button is held.
Returns¶
IInput.GetRightMouseDown() Method¶
Returns true on the frame the right mouse button was pressed.
Returns¶
IInput.GetRightMouseUp() Method¶
Returns true on the frame the right mouse button was released.
Returns¶
IInput.GetShiftHeld() Method¶
Returns true while the Shift key is held (either left or right).
Returns¶
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().
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.
Returns¶
System.ReadOnlySpan<System.Char>
IInput.Update() Method¶
Called once per frame to let the provider update its internal state.