25 proto native
int ID();
109 proto native
float SyncedValue(
string action,
bool check_focus =
true);
119 proto native
bool SyncedPress(
string action,
bool check_focus =
true);
139 proto native
bool SyncedHold(
string action,
bool check_focus =
true);
149 proto native
bool SyncedDbl(
string action,
bool check_focus =
true);
159 proto native
bool SyncedClick(
string action,
bool check_focus =
true);
228 proto native
void Backlit_Animation(
string strName,
float fLifeTime,
int iColor1,
int iColor2 );
private void UAIDWrapper()
proto native UAInput InputP()
private void ~UAIDWrapper()
proto native bool SyncedPress_ID(int action, bool check_focus=true)
Returns true just in frame, when action was invoked (button was pressed)
proto native bool SyncedRelease_ID(int action, bool check_focus=true)
Returns true just in frame, when release action happened (button was released)
proto native bool SyncedPress(string action, bool check_focus=true)
proto native bool SyncedClick(string action, bool check_focus=true)
proto native bool SyncedRelease(string action, bool check_focus=true)
proto native bool SyncedDbl_ID(int action, bool check_focus=true)
Returns true just in frame, when double click action invoked (button double clicked)
proto native bool SyncedDbl(string action, bool check_focus=true)
proto native bool SyncedHold(string action, bool check_focus=true)
proto native bool SyncedClick_ID(int action, bool check_focus=true)
Returns true just in frame, when single click action invoked (button pressed and released before hold...
proto native float SyncedValue_ID(int action, bool check_focus=true)
Get action state.
private void UAInterface()
proto native float SyncedValue(string action, bool check_focus=true)
private void ~UAInterface()
proto native bool SyncedHold_ID(int action, bool check_focus=true)
Returns true just in frame, when hold action invoked (button is hold)