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Create the page "LavishGUI 2 Input" on this wiki! See also the search results found.
- ...are used by the same client. Each layer has its own [[LGUI2:Input Bindings|Input Bindings]] and [[LGUI2:Elements|Elements]]. [[Category:LavishGUI 2]]429 bytes (64 words) - 04:34, 15 July 2018
- {{ObjectType-Vitals|lgui2inputbinding|[[LavishGUI 2]]|none|same as Name|none|no|void *}} A lgui2inputhandler object provides access to [[LGUI2:Input Binding|Input Binding]] properties533 bytes (67 words) - 01:37, 7 July 2018
- ...I2:Event Handlers|Event Handlers]] can be mapped to [[LGUI2:Input Controls|Input Controls]], with some key differences. ...ngs are a sort of toggle, where if your current inputs match some set, the input is blocked and the toggle is activated; when the inputs no longer match, th2 KB (274 words) - 12:09, 4 October 2019
- ...supports DirectX and OpenGL renderers. LavishGUI 2 effectively replaces [[LavishGUI]], although both systems will be active in Inner Space. LavishGUI 2 interfaces are designed in [https://json.org JSON] format, and are scriptab2 KB (228 words) - 14:47, 5 April 2022
- ...musical instruments, mix panels, foot switches, etc. Inner Space supports input from these devices as of build 6562. Unlike standard input devices, MIDI devices are not automatically enabled, and must be enabled vi2 KB (240 words) - 01:11, 28 September 2019
- A [[LavishGUI 2]] sensitivebutton element is a standard [[LGUI2:Content Container|Content C !colspan="2"|sensitivebutton element properties2 KB (195 words) - 12:32, 4 October 2019
- ...ayer, and fills the entire area by default. The screen element handles any Input Bindings added to the layer.325 bytes (52 words) - 14:36, 5 July 2018
- ...input, to the receiver specified to MIDI:OpenDeviceIn (either [[LavishGUI 2]] or a LavishScript object method) * '''Stop''': Stops receiving MIDI input1 KB (145 words) - 18:37, 27 September 2019
- {{ObjectType-Vitals|lgui2layer|[[LavishGUI 2]]|none|same as Name|none|no|void *}} A lgui2layer object provides access to a LavishGUI 2 [[LGUI2:Layer|Layer]]3 KB (469 words) - 14:28, 7 August 2019
- A [[LavishGUI 2]] Pixel Shader is a piece of code that determines the color of each pixel a LavishGUI 2 supports multiple shader models in order to support many graphics engines.3 KB (380 words) - 03:19, 16 November 2018
- A [[LavishGUI 2]] textbox element is an editable text area with a standard [[LGUI2:Border|B !colspan="2"|textbox element properties1 KB (137 words) - 14:53, 1 April 2022
- ...ng axis (thumbsticks, triggers, etc) and directional pad (D-pad) controls. Input bindings designed in JSON format. ...vated" value set to false. LavishGUI 2 has several options for identifying Input Controls, and multiple ways to configure Event Handlers.9 KB (1,505 words) - 12:08, 4 October 2019
- {{ObjectType-Vitals|lgui2eventargs|[[LavishGUI 2]]|none|lgui2eventargs|none|no|void *}} === Handling input events to an element ===4 KB (416 words) - 13:41, 5 October 2019
- {{ObjectType-Vitals|lgui2element|[[LavishGUI 2]]|none|lgui2element|none|no|ILGUI2Element *}} ...rdFocus''': TRUE if the element accepts keyboard focus, allowing non-mouse input events to route to this element9 KB (1,280 words) - 14:22, 1 September 2019