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void | PushSelf (lua_State *L) |
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void | SetInputScheme (const InputScheme *pInputScheme) |
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auto | GetInputScheme () const -> const InputScheme * |
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void | SetJoinControllers (PlayerNumber pn) |
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void | ReadMappingsFromDisk () |
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void | SaveMappingsToDisk () |
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void | ResetMappingsToDefault () |
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void | CheckButtonAndAddToReason (GameButton menu, std::vector< std::string > &full_reason, std::string const &sub_reason) |
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void | SanityCheckMappings (std::vector< std::string > &reason) |
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void | ClearAllMappings () |
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void | SetInputMap (const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex) |
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void | ClearFromInputMap (const DeviceInput &DeviceI) |
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auto | ClearFromInputMap (const GameInput &GameI, int iSlotIndex) -> bool |
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void | AddDefaultMappingsForCurrentGameIfUnmapped () |
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void | AutoMapJoysticksForCurrentGame () |
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auto | CheckForChangedInputDevicesAndRemap (std::string &sMessageOut) -> bool |
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auto | IsMapped (const DeviceInput &DeviceI) const -> bool |
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auto | DeviceToGame (const DeviceInput &DeviceI, GameInput &GameI) const -> bool |
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auto | GameToDevice (const GameInput &GameI, int iSlotNum, DeviceInput &DeviceI) const -> bool |
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auto | GameButtonToMenuButton (GameButton gb) const -> GameButton |
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void | MenuToGame (GameButton MenuI, PlayerNumber pn, std::vector< GameInput > &GameIout) const |
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auto | ControllerToPlayerNumber (GameController controller) const -> PlayerNumber |
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auto | GetSecsHeld (const GameInput &GameI, MultiPlayer mp=MultiPlayer_Invalid) const -> float |
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auto | GetSecsHeld (GameButton MenuI, PlayerNumber pn) const -> float |
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auto | IsBeingPressed (const GameInput &GameI, MultiPlayer mp=MultiPlayer_Invalid, const DeviceInputList *pButtonState=nullptr) const -> bool |
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auto | IsBeingPressed (GameButton MenuI, PlayerNumber pn) const -> bool |
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auto | IsBeingPressed (const std::vector< GameInput > &GameI, MultiPlayer mp=MultiPlayer_Invalid, const DeviceInputList *pButtonState=nullptr) const -> bool |
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void | ResetKeyRepeat (const GameInput &GameI) |
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void | ResetKeyRepeat (GameButton MenuI, PlayerNumber pn) |
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void | RepeatStopKey (const GameInput &GameI) |
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void | RepeatStopKey (GameButton MenuI, PlayerNumber pn) |
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auto | GetLevel (const GameInput &GameI) const -> float |
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auto | GetLevel (GameButton MenuI, PlayerNumber pn) const -> float |
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void | Unmap (InputDevice device) |
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void | ApplyMapping (const std::vector< AutoMappingEntry > &vMmaps, GameController gc, InputDevice id) |
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Holds user-chosen input preferences and saves it between sessions.