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72 lines
2.8 KiB
YAML
72 lines
2.8 KiB
YAML
# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: UserInputState
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type: enum
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summary: |
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This enum describes the state of an input that is currently or was recently
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performed.
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description: |
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The `UserInputState` enum describes the state of an input that is currently or
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was recently performed. It is used by the `Class.InputObject.UserInputState`
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property of the same name, as well as various `Class.UserInputService` and
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`Class.GuiObject` events.
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Depending on the `Enum.UserInputType`, input may follow states differently:
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- Simple button and key presses generally follow a simple `Begin` to `End`
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flow. Analog gamepad trigger buttons are similar to button presses but will
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use `Change` as the trigger pressure changes.
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- Mouse movement generally follows `Begin` (mouse-over) to `Change` (mouse
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movement) to `End` (mouse-leave).
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- Touch input behaves somewhat similarly to mouse movement. `Begin` and `End`
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occur when the user starts or ends touching the screen, respectively. The
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same `Class.InputObject` is used for the same touch point.
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- Gamepad thumbstick controls will cause `Change` to occur each frame the
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position changes.
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code_samples: []
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tags: []
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deprecation_message: ''
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items:
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- name: Begin
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summary: |
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Occurs when an `Class.InputObject` starts to interact with the experience.
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For example, a mouse button down, a key down, or when the player begins
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touching the screen.
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value: 0
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tags: []
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deprecation_message: ''
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- name: Change
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summary: |
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Occurs each frame an `Class.InputObject` has already begun interacting
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with the experience and part of its state is changing. For example,
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movement of the mouse position, a gamepad thumbstick movement, an analog
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gamepad trigger button change, or screen touch point change.
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value: 1
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tags: []
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deprecation_message: ''
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- name: End
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summary: |
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Occurs when an `Class.InputObject` finishes interacting with the
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experience. For example, a mouse button up, a key up, or when the player
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stops touching the screen.
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value: 2
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tags: []
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deprecation_message: ''
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- name: Cancel
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summary: |
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A special circumstance state that indicates this input is no longer
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relevant, particularly with `Class.ContextActionService`. For example,
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binding two action-handling functions will cause the first to `Cancel` if
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an input was already in-progress when the second was bound.
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value: 3
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tags: []
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deprecation_message: ''
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- name: None
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summary: |
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A state that should never be seen in an experience; essentially just marks
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the end of the enum.
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value: 4
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tags: []
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deprecation_message: ''
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