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RB
   HardwareSettings
   IRetroBlitGame
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RB.InputOverrideMethod

Delegate

public bool InputOverrideMethod(int button, int player, out bool handled)

Parameters

button int The button being queried
player int The player for which the button is being queried
handled out bool Set to true if the button override was handled, or false if default RetroBlit mapping should be used

Returns

bool

Return true if the button is currently held down, or false if it is up

Description

A delegate for overriding input mapping. This delegate can be set using RB.InputOverride. The delegate will be called just before every IRetroBlitGame.Update, and every time RB.ButtonDown is called.

The delegate should return true if button is down, or false if it's up.

The delegate can also ignore any button and defer to default handling by setting handled to false. If the delegate does handle the given button it must set handled to true.

Example

void Initialize() {
    RB.InputOverride(CustomInputOverride);
}

void CustomInputOverride(int button, int player, out bool handled)
{
    handled = false;

    // Map button A for player one to the tab key
    if (player == RB.PLAYER_ONE) {
        if (button == RB.BTN_A) {
            handled = true;
            return Unity.Input.GetKeyDown(KeyCode.Tab);
        }
    }
}

See Also

RB.InputOverride
RB.ButtonDown
RB.ButtonPressed
RB.ButtonReleased

See Docs

Features - Gamepad Input Override