ACSUtils provides a simplified interface to GetPlayerInput.
A full list of new input functions:
Key | KeyAny | PlayerKey | PlayerKeyAny | |
---|---|---|---|---|
up | KeyUp | KeyUpAny | PlayerKeyUp | PlayerKeyUpAny |
down | KeyDown | KeyDownAny | PlayerKeyDown | PlayerKeyDownAny |
pressed | KeyPressed | KeyPressedAny | PlayerKeyPressed | PlayerKeyPressedAny |
released | KeyReleased | KeyReleasedAny | PlayerKeyReleased | PlayerKeyReleasedAny |
toggled | KeyToggled | KeyToggledAny | PlayerKeyToggled | PlayerKeyToggledAny |
Each key can be
Pressed and released states are especially useful for menus as they allow the user to perform the action as many times as the key was pressed.
Some mods don't detect pressed state but instead check for down state periodically, causing the user to perform the action less or more times than desired, e.g.:
while (true) { if (KeyDown(BT_MOVELEFT)) menupos++; Delay(5); }
will move the menu cursor 7 times per second if the button is held, and won't move the cursor at all if the key press falls in between the checks, whereas:
while (true) { if (KeyPressed(BT_MOVELEFT)) menupos++; Delay(1); }
will move the menu cursor down as many times as the key was hit.
ACSUtils provides a set of functions using the following convention:
bool KeyState(int key)
bool KeyStateAny(int key)
bool PlayerKeyState(int player, int key)
bool PlayerKeyStateAny(int player, int key)
Here's a breakdown of the parts:
Up
, Down
, Pressed
, Released
.BT_ATTACK | BT_ALTATTACK
), then functions with the Any suffix return true if any of them are in the needed state, while functions without the suffix return true only if all of them are.