Difference between revisions of "GetMappedKey - Input"
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imported>JustinOther (Fixed.) |
imported>Pickysaurus (→Return Value: Clarified what happens if the key is not mapped) |
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(6 intermediate revisions by 3 users not shown) | |||
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:*Zoom Out | :*Zoom Out | ||
*DeviceType: The device type used. Valid devices listed below. | *DeviceType: The device type used. Valid devices listed below. | ||
:*255 = Auto detect (Default) | :*0xFF = 255 = Auto detect (Default) | ||
:*0 = Keyboard | :*0x00 = 0 = Keyboard | ||
:*1 = Mouse | :*0x01 = 1 = Mouse | ||
:*2 = Gamepad | :*0x02 = 2 = Gamepad | ||
== Return Value == | == Return Value == | ||
Returns [[Input_Script#DXScanCodes|DXScanCode]] bound to a control for given device as an integer. | Returns [[Input_Script#DXScanCodes|DXScanCode]] bound to a control for given device as an integer. If the key is not mapped (common for things like "Quick Inventory" when using a controller) returns -1. | ||
== Examples == | == Examples == | ||
<source lang="papyrus">Int iForwardKey = GetMappedKey("Forward")</source> | *Standard use: | ||
<source lang="papyrus">Int iForwardKey = Input.GetMappedKey("Forward")</source> | |||
*Record all DxScanCodes currently used by Skyrim: | |||
<source lang="papyrus">Int[] Property iDxScanCode Auto ; 43 elements | |||
String[] Property sControlName Auto ; Also 43 elements that indices will correspond. Elements must be filled in creation Kit. | |||
Function RecordControlKeys() | |||
Int iIndex = sControlName.Length | |||
While iIndex > 0 | |||
iIndex -= 1 | |||
iDxScanCode[iIndex] = Input.GetMappedKey(sControlName[iIndex]) | |||
EndWhile | |||
EndFunction</source> | |||
== Notes == | == Notes == |
Latest revision as of 07:04, 22 December 2019
SKSE Member of: Input Script
Minimum required SKSE Version: 1.06.00
Returns the DXScanCodes bound to a control for given device. (This function requires SKSE)
Syntax[edit | edit source]
Int Function GetMappedKey(String Control, Int DeviceType = 0xFF) Global Native
Parameters[edit | edit source]
- Control: The name of the controls as a string. Valid controls listed below.
- Activate
- Auto-Move
- Back
- CameraPath
- Console
- Favorites
- Forward
- Hotkey1
- Hotkey2
- Hotkey3
- Hotkey4
- Hotkey5
- Hotkey6
- Hotkey7
- Hotkey8
- Journal
- Jump
- Left Attack/Block
- Look
- Move
- Multi-Screenshot
- Pause
- Quick Inventory
- Quick Magic
- Quick Map
- Quick Stats
- Quickload
- Quicksave
- Ready Weapon
- Right Attack/Block
- Run
- Screenshot
- Shout
- Sneak
- Sprint
- Strafe Left
- Strafe Right
- Toggle Always Run
- Toggle POV
- Tween Menu
- Wait
- Zoom In
- Zoom Out
- DeviceType: The device type used. Valid devices listed below.
- 0xFF = 255 = Auto detect (Default)
- 0x00 = 0 = Keyboard
- 0x01 = 1 = Mouse
- 0x02 = 2 = Gamepad
Return Value[edit | edit source]
Returns DXScanCode bound to a control for given device as an integer. If the key is not mapped (common for things like "Quick Inventory" when using a controller) returns -1.
Examples[edit | edit source]
- Standard use:
Int iForwardKey = Input.GetMappedKey("Forward")
- Record all DxScanCodes currently used by Skyrim:
Int[] Property iDxScanCode Auto ; 43 elements
String[] Property sControlName Auto ; Also 43 elements that indices will correspond. Elements must be filled in creation Kit.
Function RecordControlKeys()
Int iIndex = sControlName.Length
While iIndex > 0
iIndex -= 1
iDxScanCode[iIndex] = Input.GetMappedKey(sControlName[iIndex])
EndWhile
EndFunction
Notes[edit | edit source]
None