InputBindings
interludesoftware.tick¶
Interlude.Tick¶
InputBindings Struct¶
Container for the per-feature binding configs the UI library reads from. One field per
input-consuming feature; widgets resolve actions via ui.Bindings.Xxx.Action(). Set
at setup via Bindings or replaced at runtime via
SetBindings(InputBindings).
Adding a future binding category is a five-line edit: add the abstract base + two backend subclasses, drop a field on this struct, and seed it in Interlude.Tick.InputBindings.Default.
Fields¶
InputBindings.Actions Field¶
User-defined, named input actions — the configurable path for host and Lua code
to read input by action name (e.g. input:IsActionPressed("Jump")) instead of polling raw keys.
Field Value¶
Methods¶
InputBindings.Update() Method¶
Invoked once per frame by UI before widgets read bindings so backends can update per-frame state (e.g. legacy navigation's D-pad axis edge detection).