Fields @:optional optional y :Null <Float >The y value of a pointer device, if present. @:optional optional x :Null <Float >The x value of a pointer device, if present. @:optional optional value :Null <Float >The amount of input given by the user.
This is usually 1 for buttons and 0-1 for analogue inputs.
This is not present for mouse movement. List of touch input, one element per finger, if present. @:optional @:native("screen_y") optional screenY :Null <Float >The screen space y value of a pointer device, if present. @:optional @:native("screen_x") optional screenX :Null <Float >The screen space x value of a pointer device, if present. @:optional @:native("screen_dy") optional screenDy :Null <Float >The change in screen space y value of a pointer device, if present. @:optional @:native("screen_dx") optional screenDx :Null <Float >The change in screen space x value of a pointer device, if present. @:optional optional repeated :Null <Bool >If the input was repeated this frame.
This is similar to how a key on a keyboard is repeated when you hold it down.
This is not present for mouse movement. @:optional optional released :Null <Bool >If the input was released this frame.
This is not present for mouse movement. @:optional optional pressed :Null <Bool >If the input was pressed this frame.
This is not present for mouse movement. @:optional @:native("gamepad_unknown") optional gamepadUnknown :Null <Bool >Indicates that the connected gamepad is unidentified and will only generate raw input.
Available on the gamepad_connected input event. @:optional @:native("gamepad_name") optional gamepadName :Null <String >The name of the gamepad that was connected.
Available on the gamepad_connected input event. @:optional optional gamepad :Null <Int >The index of the gamepad device that provided the input. @:optional optional dy :Null <Float >The change in y value of a pointer device, if present. @:optional optional dx :Null <Float >The change in x value of a pointer device, if present.