/// <summary>Releases a key as if it had been released by the keyboard.</summary> public bool ReleaseKey(FKey Key) { CheckIsValid(); int ___ret = ReleaseKey(_this.Get(), ref Key); return(___ret != 0); }
/// <summary> /// Press a key as if it had come from the keyboard. Avoid using this for 'a-z|A-Z', things like /// the Editable Textbox in Slate expect OnKeyChar to be called to signal a specific character being /// send to the widget. So for those cases you should use SendKeyChar. /// </summary> public bool PressKey(FKey Key, bool bRepeat = false) { CheckIsValid(); int ___ret = PressKey(_this.Get(), ref Key, bRepeat?1:0); return(___ret != 0); }
extern static int Key_IsVectorAxis(IntPtr _this, ref FKey Key);
/// <summary> /// Releases a key as if the mouse/pointer were the source of it. Normally you would just use /// Left/Right mouse button for the Key. However - advanced uses could also be imagined where you /// send other keys to signal widgets to take special actions if they're under the cursor. /// </summary> public extern virtual void ReleasePointerKey(FKey Key);
/// <summary>Releases a key as if it had been released by the keyboard.</summary> public extern virtual bool ReleaseKey(FKey Key);
/// <summary> /// Presses a key as if the mouse/pointer were the source of it. Normally you would just use /// Left/Right mouse button for the Key. However - advanced uses could also be imagined where you /// send other keys to signal widgets to take special actions if they're under the cursor. /// </summary> public void PressPointerKey(FKey Key) { CheckIsValid(); PressPointerKey(_this.Get(), ref Key); }
/// <summary> /// Releases a key as if the mouse/pointer were the source of it. Normally you would just use /// Left/Right mouse button for the Key. However - advanced uses could also be imagined where you /// send other keys to signal widgets to take special actions if they're under the cursor. /// </summary> public void ReleasePointerKey(FKey Key) { CheckIsValid(); ReleasePointerKey(_this.Get(), ref Key); }
extern static int Key_IsGamepadKey(IntPtr _this, ref FKey Key);
/// <summary>@returns True if the key is a gamepad button</summary> public static bool Key_IsGamepadKey(FKey Key) { int ___ret = Key_IsGamepadKey(IntPtr.Zero, ref Key); return(___ret != 0); }
extern static int Key_IsMouseButton(IntPtr _this, ref FKey Key);
/// <summary>@returns True if the key is a mouse button</summary> public static bool Key_IsMouseButton(FKey Key) { int ___ret = Key_IsMouseButton(IntPtr.Zero, ref Key); return(___ret != 0); }
extern static int Key_IsKeyboardKey(IntPtr _this, ref FKey Key);
/// <summary>@returns True if the key is a float axis</summary> public static bool Key_IsFloatAxis(FKey Key) { int ___ret = Key_IsFloatAxis(IntPtr.Zero, ref Key); return(___ret != 0); }
extern static int Key_IsFloatAxis(IntPtr _this, ref FKey Key);
static extern int PressAndReleaseKey(IntPtr _this, ref FKey Key);
extern static int Key_IsModifierKey(IntPtr _this, ref FKey Key);
extern static int ReleaseKey(IntPtr _this, ref FKey Key);
/// <summary>@returns True if the key is a modifier key: Ctrl, Command, Alt, Shift</summary> public static bool Key_IsModifierKey(FKey Key) { int ___ret = Key_IsModifierKey(IntPtr.Zero, ref Key); return(___ret != 0); }
extern static int PressKey(IntPtr _this, ref FKey Key, int bRepeat);
extern static int EqualEqual_KeyKey(IntPtr _this, ref FKey A, ref FKey B);
extern static void ReleasePointerKey(IntPtr _this, ref FKey Key);
/// <summary> /// Test if the input key are equal (A == B) /// @param A - The key to compare against /// @param B - The key to compare /// @returns True if the key are equal, false otherwise /// </summary> public static bool EqualEqual_KeyKey(FKey A, FKey B) { int ___ret = EqualEqual_KeyKey(IntPtr.Zero, ref A, ref B); return(___ret != 0); }
extern static void PressPointerKey(IntPtr _this, ref FKey Key);
/// <summary>Mouse button that caused this event to be raised (possibly EB_None)</summary> public static FKey PointerEvent_GetEffectingButton(FPointerEvent Input) { FKey ___ret = PointerEvent_GetEffectingButton(IntPtr.Zero, ref Input); return(___ret); }
/// <summary>Does both the press and release of a simulated keyboard key.</summary> public extern virtual bool PressAndReleaseKey(FKey Key);
extern static int PointerEvent_IsMouseButtonDown(IntPtr _this, ref FPointerEvent Input, ref FKey MouseButton);
/// <summary> /// Press a key as if it had come from the keyboard. Avoid using this for 'a-z|A-Z', things like /// the Editable Textbox in Slate expect OnKeyChar to be called to signal a specific character being /// send to the widget. So for those cases you should use SendKeyChar. /// </summary> public extern virtual bool PressKey(FKey Key, bool bRepeat = false);
/// <summary>Mouse buttons that are currently pressed</summary> public static bool PointerEvent_IsMouseButtonDown(FPointerEvent Input, FKey MouseButton) { int ___ret = PointerEvent_IsMouseButtonDown(IntPtr.Zero, ref Input, ref MouseButton); return(___ret != 0); }
/// <summary> /// Presses a key as if the mouse/pointer were the source of it. Normally you would just use /// Left/Right mouse button for the Key. However - advanced uses could also be imagined where you /// send other keys to signal widgets to take special actions if they're under the cursor. /// </summary> public extern virtual void PressPointerKey(FKey Key);
/// <summary>@returns The display name of the key.</summary> public static string Key_GetDisplayName(FKey Key) { string ___ret = Key_GetDisplayName(IntPtr.Zero, ref Key); return(___ret); }