funkin.input

Friday Night Funkin' API Reference

..
Action

Control

Since, in many cases multiple actions should use similar keys, we don't want the rebinding UI to list every action. ActionBinders are what the user percieves as an input so, for instance, they can't set jump-press and jump-release to different keys.

Controls

A core class which handles receiving player input and interpreting it into game actions.

Cursor

CursorMode

CursorParams

Static data describing how a cursor should be rendered.

Device

FunkinAction

An FlxActionDigital with additional functionality, including: - Combining pressed and released inputs into one action. - Filtering by input method (KEYBOARD, MOUSE, GAMEPAD, etc).

KeyboardScheme

PreciseInputEvent

PreciseInputList

PreciseInputManager

A precise input manager that: - Records the exact timestamp of when a key was pressed or released - Only records key presses for keys bound to game inputs (up/down/left/right)

SaveInputLists

Swipes

TurboActionHandler

Handles repeating behavior when holding down a control action.

TurboButtonHandler

Handles repeating behavior when holding down a gamepad button or button combination.

TurboKeyHandler

Handles repeating behavior when holding down a key or key combination.