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input

Definition


-- @/=[C]:-1
function input(...)

Callers

@/ui/lib/ext/angular/angular.js
      if (inputs) return inputs[watchId];
      return input(scope, value, locals);
    };

    // If a control is suffering from bad input (due to native validators), browsers discard its
    // value, so it may be necessary to revalidate (by calling $setViewValue again) even if the
@/lua/ge/extensions/editor/crawlEditor/startingPositions.lua

function C:input(mouseInfo)
  if not self.startingPosition then return end

  self:input(mouseInfo)
@/lua/ge/extensions/editor/raceEditor/startPositions.lua

function C:input()
  if not self.mouseInfo.valid then return end
    editor.updateAxisGizmo(function() self:beginDrag() end, function() self:endDragging() end, function() self:dragging() end)
    self:input()
  end
@/lua/ge/extensions/editor/sitesEditor/zones.lua

function C:input(mouseInfo)
  if not editor.isAxisGizmoHovered() and mouseInfo.down and not editor.keyModifiers.shift then
@/lua/ge/extensions/editor/crawlEditor/paths.lua

function C:input(mouseInfo)
  if not self.path then return end

  self:input(mouseInfo)
  -- Only update transform when not dragging to avoid feedback loop
@/ui/lib/ext/angular-material/angular-material.js
      // An input's value counts if its length > 0,
      // or if the input's validity state says it has bad input (eg string in a number input)
      containerCtrl.setHasValue(element.val().length > 0 || (element[0].validity||{}).badInput);
        // The select counts as having a value if one or more options are selected,
        // or if the input's validity state says it has bad input (eg string in a number input)
        containerCtrl && containerCtrl.setHasValue(selectMenuCtrl.selectedLabels().length > 0 || (element[0].validity || {}).badInput);
@/lua/ge/extensions/editor/crawlEditor/trails.lua

function C:input(mouseInfo)
  -- No input handling needed for trails

  self:input(mouseInfo)
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua

      -- Search input (stretchy).
      im.TableSetColumnIndex(0)
@/lua/ge/extensions/editor/raceEditor/segments.lua
    editor.updateAxisGizmo(function() self:beginDrag() end, function() self:endDragging() end, function() self:dragging() end)
    self:input()
  end

function C:input()
  if not self.mouseInfo.valid then return end
@/lua/ge/extensions/editor/crawlEditor/boundaries.lua

function C:input(mouseInfo)
  if not self.boundary then return end
  editor.drawAxisGizmo()
  self:input(mouseInfo)
  self:updateTransform()
@/lua/ge/extensions/editor/gen/ui.lua

local function input(lbl, key, isint, step, nolabel)
	if not step then step = 1 end
		columnRight(164)
		input('Buldings #', 'build_gen', true)
		input('Patterns #', 'build_pattern', true)
		input('Buldings #', 'build_gen', true)
		input('Patterns #', 'build_pattern', true)
		input('Area radius', 'build_radius', true)
		input('Patterns #', 'build_pattern', true)
		input('Area radius', 'build_radius', true)
		im.NextColumn()

		input('Buldings #', 'build_gen', true)
		im.NextColumn()
--		columnRight(164)
		input('Patterns #', 'build_patt', true)
		im.NextColumn()
			if injunction then
--				input('Branches', 'branch_n', true)
--				slider('Radius', 'exit_r', {5, 50})
						elseif W.ifForest({'pilaster'}) then
							input('Sections', 'pilaster_nsplit', true)
--[[
							im.NextColumn()
							input('a', 'pilaster_ind0', true, nil, true)
							im.NextColumn()
							im.NextColumn()
							input('b', 'pilaster_ind1', true, nil, true)
							im.NextColumn()
							if true or U._PRD == 0 then
								input('c', 'pilaster_ind2', true, nil, true)
							end
							im.NextColumn()
							input('a', 'balc_ind0', true, nil, true)
							im.NextColumn()
							im.NextColumn()
							input('b', 'balc_ind1', true, nil, true)
							im.NextColumn()
							im.NextColumn()
							input('c', 'balc_ind2', true, nil, true)
						elseif W.ifForest({'door'}) then
							input('Position', 'door_ind', true)
							slider('Bottom margin', 'door_bot', {0.1, 2})
							slider('Bottom margin', 'door_bot', {0.1, 2})
--                            input('Bottom margin', 'door_bot')
						elseif W.ifForest({'pillar'}) then
--                            im.Indent(10)
							input('Z-Span', 'pillar_spany', true)
--                        slider('X', 'xpos', {-4000,4000})
						input('X', 'xpos')
--                        im.NextColumn()
--                        im.NextColumn()
						input('Y', 'ypos')
--                        im.Columns(0)
--                        im.Columns(0)
						input('Z', 'zpos', nil, 0.1)
						slider('Rotation', 'building_ang', {-360, 360})
						input('Floors', 'n_floors', true)
						slider('Ex/In-trude', 'floor_inout', {-10, 10})
--                        input('Height', 'height_floor')
						-- rotate
						if U._PRD == 0 then
							input('Rotation fraction (of 2Pi)', 'ang_fraction', true)
						end
--                        if W.out.inaxis then
--                            input('Flip around', 'flip_axis', {-360, 360}, true)
--                        end
						if im.TreeNode1('Patches') then
							input('Z-Span', 'wall_spany', true)
--                            input('X-Span', 'wall_spanx', true)
							input('Z-Span', 'wall_spany', true)
--                            input('X-Span', 'wall_spanx', true)
						end
--                                    button('Rotate', 'ang_top', 'rotate_left', color)
	--                                input('Rotation', 'ang_top', true)
	--                                slider('Rotation', 'ang_top', {-180, 180}, true)
							elseif W.ui.injunction then
								input('Branches', 'branch_n', true)
								slider('Exit radius', 'exit_r', {5, 50})
						if im.TreeNode1('Patches') then
							input('Z-Span', 'wall_spany', true)
--                            input('X-Span', 'wall_spanx', true)
							input('Z-Span', 'wall_spany', true)
--                            input('X-Span', 'wall_spanx', true)
							im.TreePop()
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
    self.mouseInfo = mouseInfo
    self:input()
  end

function C:input()
  if not self.mouseInfo.valid then
    if self.elementEditor.input then
      self.elementEditor:input(self.mouseInfo)
    end
@/lua/ge/extensions/editor/raceEditor/pathnodes.lua
    editor.updateAxisGizmo(function() self:beginDrag() end, function() self:endDragging() end, function() self:dragging() end)
    self:input()
  end

function C:input()
  if not self.mouseInfo.valid then return end
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
    editor.updateAxisGizmo(function() self:beginDrag() end, function() self:endDragging() end, function() self:dragging() end)
    self:input()
  end

function C:input()
  if not self.mouseInfo.valid then return end
@/lua/ge/extensions/editor/raceEditor/pacenotes.lua
    editor.updateAxisGizmo(function() self:beginDrag() end, function() self:endDragging() end, function() self:dragging() end)
    self:input()
  end

function C:input()
  if not self.mouseInfo.valid then return end
@/ui/ui-vue/src/services/uiNav/constants.js
  move_lr: "move_lr",
  /** Move focus vertically (up/down) using a scalar input  (usually radial menu) */
  focus_ud: "focus_ud",
  focus_ud: "focus_ud",
  /** Move focus horizontally (left/right) using a scalar input  (usually radial menu) */
  focus_lr: "focus_lr",
@/ui/ui-vue/src/bridge/libs/UINavEvents.js
    'move_lr': 'move_lr',
    /** Move focus vertically (up/down) using a scalar input  (usually radial menu) */
    'focus_ud': 'focus_ud',
    'focus_ud': 'focus_ud',
    /** Move focus horizontally (left/right) using a scalar input  (usually radial menu) */
    'focus_lr': 'focus_lr',