rojo/.cursor/rules/roblox/reference/engine/enums/UserInputState.yaml
2026-02-02 12:08:47 -06:00

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YAML

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