| 
                  RB.InputOverrideMethodDelegate
 
 
                  
                    | 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 DescriptionA 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;
 
 
 if (player == RB.PLAYER_ONE) {
 if (button == RB.BTN_A) {
 handled = true;
 return Unity.Input.GetKeyDown(KeyCode.Tab);
 }
 }
 }
 | 
 See AlsoRB.InputOverrideRB.ButtonDown
 RB.ButtonPressed
 RB.ButtonReleased
 See DocsFeatures - Gamepad Input Override |