A control that locks the mouse and reports all keyboard input events to script.
- Inherit:
- :doc:`GuiMouseEventCtrl`
This is useful for implementing custom keyboard handling code, and most commonly used in Torque for a menu that allows a user to remap their in-game controls
Example:
newGuiInputCtrl(OptRemapInputCtrl) { lockMouse = "0"; position = "0 0"; extent = "64 64"; minExtent = "8 8"; horizSizing = "center"; vertSizing = "bottom"; profile = "GuiInputCtrlProfile"; visible = "1"; active = "1"; tooltipProfile = "GuiToolTipProfile"; hovertime = "1000"; isContainer = "0"; canSave = "1"; canSaveDynamicFields = "0"; };
.. cpp:function:: void GuiInputCtrl::onInputEvent(string device, string action, bool state) Callback that occurs when an input is triggered on this control. :param device: The device type triggering the input, such as keyboard, mouse, etc :param action: The actual event occuring, such as a key or button :param state: True if the action is being pressed, false if it is being release