InputAPI reference
Class ActionNames
Namespace: MicroEngine.Input
Assembly: MicroEngine.Input.dll
Guide: Input
The action names the engine’s own parts read: the widget tree’s focus and confirm (UiRoot), the default
on-screen controls and prompts. They are defaults the game may rename: build the
map with CreateDefault or set Names, and every engine
part follows.
public sealed record ActionNames : IEquatable<ActionNames>Inheritance
Implements
Examples
// The game calls its confirm action "accept"; engine menus follow.protected override InputMap CreateInput() => InputMap.CreateDefault(ActionNames.Default with { Confirm = "accept" });Constructors
ActionNames()
public ActionNames()Properties
Action
The game’s secondary action (“action”).
public string Action { get; init; }Property Value
Cancel
Goes back (“cancel”).
public string Cancel { get; init; }Property Value
Confirm
Accepts a choice or advances a dialogue (“confirm”).
public string Confirm { get; init; }Property Value
Default
left, right, up, down, confirm, cancel, action and pause.
public static ActionNames Default { get; }Property Value
Down
Moves or selects down (“down”).
public string Down { get; init; }Property Value
Fullscreen
Switches between a window and full screen (“fullscreen”), handled by the engine itself where the platform can change its window; F11 and Alt+Enter by default (BindFullscreenDefaults). Unbind it to free those keys, rebind it to move the toggle.
public string Fullscreen { get; init; }Property Value
Left
Moves or selects left (“left”).
public string Left { get; init; }Property Value
Pause
Pauses (“pause”).
public string Pause { get; init; }Property Value
Right
Moves or selects right (“right”).
public string Right { get; init; }Property Value
Up
Moves or selects up (“up”).
public string Up { get; init; }Property Value
Methods
<Clone>$()
public ActionNames <Clone>$()Returns
Equals(object?)
public override bool Equals(object? obj)Parameters
obj object?
Returns
Equals(ActionNames?)
public bool Equals(ActionNames? other)Parameters
other ActionNames?
Returns
GetHashCode()
public override int GetHashCode()Returns
ToString()
public override string ToString()Returns
Operators
operator ==(ActionNames?, ActionNames?)
public static bool operator ==(ActionNames? left, ActionNames? right)Parameters
left ActionNames?
right ActionNames?
Returns
operator !=(ActionNames?, ActionNames?)
public static bool operator !=(ActionNames? left, ActionNames? right)Parameters
left ActionNames?
right ActionNames?