Optional
gamepadIndex: number<ActionLabel => KeyAssign> Map
Private
_recordedReadonly
gamepadReadonly
keyboardjsonでキーアサインマップを初期化
キーアサイン状態をJSONオブジェクトにして返す
キー定義
const input = new IntegratedInput<"fire">()
input.defineKey("fire", "KeyZ", 1);
Optional
kbKey: "Escape" | "Minus" | "Equal" | "Backspace" | "Tab" | "Enter" | "ShiftLeft" | "ShiftRight" | "ControlLeft" | "ControlRight" | "AltLeft" | "AltRight" | "Pause" | "CapsLock" | "Space" | "PageUp" | "PageDown" | "End" | "Home" | "ArrowLeft" | "ArrowUp" | "ArrowRight" | "ArrowDown" | "PrintScreen" | "Insert" | "Delete" | "Digit0" | "Digit1" | "Digit2" | "Digit3" | "Digit4" | "Digit5" | "Digit6" | "Digit7" | "Digit8" | "Digit9" | "KeyA" | "KeyB" | "KeyC" | "KeyD" | "KeyE" | "KeyF" | "KeyG" | "KeyH" | "KeyI" | "KeyJ" | "KeyK" | "KeyL" | "KeyM" | "KeyN" | "KeyO" | "KeyP" | "KeyQ" | "KeyR" | "KeyS" | "KeyT" | "KeyU" | "KeyV" | "KeyW" | "KeyX" | "KeyY" | "KeyZ" | "MetaLeft" | "OSLeft" | "MetaRight" | "OSRight" | "ContextMenu" | "Numpad0" | "Numpad1" | "Numpad2" | "Numpad3" | "Numpad4" | "Numpad5" | "Numpad6" | "Numpad7" | "Numpad8" | "Numpad9" | "NumpadMultiply" | "NumpadAdd" | "NumpadSubtract" | "NumpadDecimal" | "NumpadDivide" | "NumpadEnter" | "F1" | "F2" | "F3" | "F4" | "F5" | "F6" | "F7" | "F8" | "F9" | "F10" | "F11" | "F12" | "F13" | "F14" | "F15" | "F16" | "F17" | "F18" | "F19" | "F20" | "F21" | "F22" | "F23" | "F24" | "NumLock" | "ScrollLock" | "Semicolon" | "Comma" | "Period" | "Slash" | "Backquote" | "BracketLeft" | "Backslash" | "BracketRight" | "Quote" | "Unidentified"Optional
gpCode: number割り当てたキーコード等から対応アクションラベルを取得
※方向キー(Direction)種は無視
アクション名。見つからなかった場合はundefined 同じキーコードが割り当てられたアクションがあった場合、片方しか帰ってこない 配列にする?
Optional
inputType: keyof KeyAssignDataラベルから定義したアサイン情報取得
アサイン情報、定義が無ければundefined
複製したキー入力記録ログの配列を返す
Generated using TypeDoc
IntegratedInputにキー入力を保存&再生する機能を追加