A list of actions that a player would invoke via some input device. Uses FlxActions to funnel various inputs to a single action.

Constructor

@:value({ scheme : None })new(name:String, scheme:KeyboardScheme = None)

Variables

read onlyACCEPT:Bool

read onlyBACK:Bool

read onlyCHEAT:Bool

read onlyDOWN:Bool

read onlyDOWN_P:Bool

read onlyDOWN_R:Bool

read onlyLEFT:Bool

read onlyLEFT_P:Bool

read onlyLEFT_R:Bool

read onlyPAUSE:Bool

read onlyRESET:Bool

read onlyRIGHT:Bool

read onlyRIGHT_P:Bool

read onlyRIGHT_R:Bool

read onlyUP:Bool

read onlyUP_P:Bool

read onlyUP_R:Bool

@:value([])gamepadsAdded:Array<Int> = []

@:value(KeyboardScheme.None)keyboardScheme:KeyboardScheme = KeyboardScheme.None

Methods

inlinebindButtons(control:Control, id:Int, buttons:Array<FlxGamepadInputID>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

bindKeys(control:Control, keys:Array<FlxKey>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

copyFrom(controls:Controls, ?device:Device):Void

inlinecopyTo(controls:Controls, ?device:Device):Void

getInputsFor(control:Control, device:Device, ?list:Array<Int>):Array<Int>

@:value({ deviceID : FlxInputDeviceID.ALL })removeGamepad(deviceID:Int = FlxInputDeviceID.ALL):Void

replaceBinding(control:Control, device:Device, ?toAdd:Int, ?toRemove:Int):Void

@:value({ reset : true })setKeyboardScheme(scheme:KeyboardScheme, reset:Bool = true):Void

inlineunbindButtons(control:Control, gamepadID:Int, buttons:Array<FlxGamepadInputID>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

unbindKeys(control:Control, keys:Array<FlxKey>):Void

Sets all actions that pertain to the binder to trigger when the supplied keys are used. If binder is a literal you can inline this

Inherited Variables

Defined by FlxActionSet

@:value(true)active:Bool = true

Whether this action set runs when update() is called

read onlyanalogActions:Array<FlxActionAnalog>

Analog actions in this set

read onlydigitalActions:Array<FlxActionDigital>

Digital actions in this set

@:value("")read onlyname:String = ""

Name of the action set

Inherited Methods

Defined by FlxActionSet

@:value({ Attach : true })attachSteamController(Handle:Int, Attach:Bool = true):Void

Automatically adds or removes inputs for a steam controller to any steam-affiliated actions

Parameters:

Handle

steam controller handle from FlxSteam.getConnectedControllers(), or FlxInputDeviceID.FIRST_ACTIVE / ALL

Attach

true: adds inputs, false: removes inputs

@:value({ Destroy : true })remove(Action:FlxAction, Destroy:Bool = true):Bool

Remove an action from this set

Parameters:

Action

a FlxAction

Destroy

whether to destroy it as well

Returns:

whether it was found and removed

update():Void

Update all the actions in this set (each will check inputs & potentially trigger)