ControlsApp Class
Warning
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
Notice
This class is deprecated. Use Input class instead.
ControlsApp Class
Members
void setMouseDY ( float dy ) #
Sets a new screen position change of the mouse pointer along the y axis during the previous frame.
Arguments
- float dy - The screen position change of the mouse pointer along the y axis during the previous frame.
float getMouseDY() const#
Returns the current screen position change of the mouse pointer along the y axis during the previous frame.
Return value
Current screen position change of the mouse pointer along the y axis during the previous frame.void setMouseDX ( float dx ) #
Sets a new screen position change of the mouse pointer along the x axis during the previous frame.
Arguments
- float dx - The screen position change of the mouse pointer along the x axis during the previous frame.
float getMouseDX() const#
Returns the current screen position change of the mouse pointer along the x axis during the previous frame.
Return value
Current screen position change of the mouse pointer along the x axis during the previous frame.void setMouseSensitivity ( float sensitivity ) #
Sets a new mouse sensitivity used to increase or decrease the speed of mouse movement.
Arguments
- float sensitivity - The mouse sensitivity used to increase or decrease the speed of mouse movement.
float getMouseSensitivity() const#
Returns the current mouse sensitivity used to increase or decrease the speed of mouse movement.
Return value
Current mouse sensitivity used to increase or decrease the speed of mouse movement.void setMouseInverse ( bool inverse ) #
Sets a new value indicating if back-and-forth movements of the mouse (by y-axis) are inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. this mode is available only to control the camera.
Arguments
- bool inverse - Set true to enable the inverted state of the mouse; false - to disable it.
bool isMouseInverse() const#
Returns the current value indicating if back-and-forth movements of the mouse (by y-axis) are inverted: when the mouse is moved upward, the camera looks downwards, and when the mouse is moved downwards, the camera looks upwards. this mode is available only to control the camera.
Return value
true if the inverted state of the mouse is enabled; otherwise false.void setMouseRawInput ( bool input ) #
Sets a new value indicating which type of mouse data is used to control the camera — raw (Input::getMouseDeltaRaw()) or processed by the OS (Input::getMouseDeltaPosition()).
Arguments
- bool input - Set true to enable mode using raw mouse data to control the camera; false - to disable it.
bool isMouseRawInput() const#
Returns the current value indicating which type of mouse data is used to control the camera — raw (Input::getMouseDeltaRaw()) or processed by the OS (Input::getMouseDeltaPosition()).
Return value
true if mode using raw mouse data to control the camera is enabled; otherwise false.void setMouseEnabled ( int enabled ) #
Sets a new value indicating if the mouse is enabled.
Arguments
- int enabled - The the mouse
int isMouseEnabled() const#
Returns the current value indicating if the mouse is enabled.
Return value
Current the mousevoid setAlwaysRun ( int run = 0 ) #
Sets a new value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. A positive integer enables this mode, 0 disables it.
Arguments
- int run - The positive integer to make the player run by default; otherwise, 0.
int getAlwaysRun() const#
Returns the current value indicating if the player is running by default. If the player is in this mode, the Run control will switch them to walking. A positive integer enables this mode, 0 disables it.
Return value
Current positive integer to make the player run by default; otherwise, 0.void setEnabled ( int enabled ) #
Sets a new value indicating if input handling for current application window is enabled.
Arguments
- int enabled - The input handling for current application window
int isEnabled() const#
Returns the current value indicating if input handling for current application window is enabled.
Return value
Current input handling for current application windowvoid setMouseHandle ( int handle ) #
Sets a new mouse behavior mode.
Arguments
- int handle - The mouse behavior mode, one of the MOUSE_HANDLE_* values.
int getMouseHandle() const#
Returns the current mouse behavior mode.
Return value
Current mouse behavior mode, one of the MOUSE_HANDLE_* values.void setAutosave ( int autosave ) #
Sets a new value indicating if current controls configuration settings are automatically saved to the corresponding controls config file (configs/default.controls by default) on loading, closing, and saving the world, as well as on the Engine shutdown.
Arguments
- int autosave - The automatic saving of current controls configuration settings
int isAutosave() const#
Returns the current value indicating if current controls configuration settings are automatically saved to the corresponding controls config file (configs/default.controls by default) on loading, closing, and saving the world, as well as on the Engine shutdown.
Return value
Current automatic saving of current controls configuration settingsvoid setPath ( string path ) #
Sets a new path to the controls configuration file (default: configs/default.controls). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set.
Arguments
- string path - The path to the controls configuration file.
const char * getPath() const#
Returns the current path to the controls configuration file (default: configs/default.controls). The path can be specified as an absolute path or relative to the -data_path or <project_name> folder if the -project_name is set.
Return value
Current path to the controls configuration file.void setState ( int state, int value ) #
Updates the state of a given control (sets the control on or off).Arguments
- int state - State (one of CONTROLS_STATE_* variables).
- int value - State value: positive value to "press" the control; 0 to release it.
int getState ( int state ) #
Returns the state of a given control.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
State value: positive value means the control is "pressed"; 0 means the control is released.void setStateMouseButton ( int state, int button ) #
Sets a mouse button that switches a given state on and off. This parameter is stored in the following configuration file:Arguments
- int state - State (one of CONTROLS_STATE_* variables).
- int button - Button that toggles the state, one of the INPUT_MOUSE_BUTTON_ codes.
int getStateMouseButton ( int state ) #
Returns a mouse button that switches a given state on and off. This parameter is stored in the following configuration file:Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
Button that toggles the state, one of the INPUT_MOUSE_BUTTON_ codes.int isStateMouseButton ( int button ) #
Returns a value indicating if the given button assigned to the state.Arguments
- int button - Button that toggles the state, one of the INPUT_MOUSE_BUTTON_ codes.
Return value
1 if the given button is assigned; otherwise, 0.void getStateEvent ( int state ) #
Lets the user assign a key or a mouse button to a given state.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
int isStateEvent ( ) #
Returns a value indicating if a key or a mouse button is successfully assigned to a state.Return value
1 if a key or a mouse button is already assigned; otherwise, 0.void setStateKey ( int state, int key ) #
Sets a key that toggles a given state on and off. This parameter is stored in the following configuration file:Arguments
- int state - State (one of CONTROLS_STATE_* variables).
- int key - Key that switches the state, one of the INPUT_KEY_ codes.
int getStateKey ( int state ) #
Returns a key that toggles a given state on and off. This parameter is stored in the following configuration file:Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
Key that switches the state, one of the INPUT_KEY_ codes.int isStateKey ( int key ) #
Checks if a given key already acts as an application control. This is useful to avoid collisions between application controls and hot keys.Arguments
- int key - Key that switches the state, one of the INPUT_KEY_ codes.
Return value
1 if the key is assigned to a state; otherwise, 0.String getStateName ( int state ) #
Returns the name of the given control state.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
Name of the given control state.String getStateInfo ( int state ) #
Returns the information about the given control state.Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
String containing information about the given control state.int clearState ( int state ) #
Returns a control state and clears it to 0 (control is not pressed).Arguments
- int state - State (one of CONTROLS_STATE_* variables).
Return value
1 if the control is pressed; otherwise, 0.void setRemoveGrabKey ( int key ) #
Sets a new key to be used to switch off the grab mode of the mouse pointer (mouse pointer is bound to the application window). See this example for more information on mouse pointer modes and customization.Arguments
- int key - Key to be used to switch off the grab mode of the mouse pointer, one of the INPUT_KEY_ codes.
int getRemoveGrabKey ( ) #
Returns the key currently used to switch off the grab mode of the mouse pointer (mouse pointer is bound to the application window). See this example for more information on mouse pointer modes and customization.Return value
Key used to switch off the grab mode of the mouse pointer, one of the INPUT_KEY_ codes.int load ( ) #
Console: controls_config_load
Loads controls configuration settings from a controls configuration file (configs/default.controls by default). To change the path to the controls configuration file use the setPath() method.Return value
1 if controls configuration settings are successfully loaded from a file; otherwise, 0.int save ( ) #
Console: controls_config_save
Saves controls configuration settings to a controls configuration file (configs/default.controls by default). To change the path to the controls configuration file use the setPath() method.Return value
1 if controls configuration settings are successfully saved to a file; otherwise, 0.The information on this page is valid for UNIGINE 2.20 SDK.
Last update:
2025-03-11
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)