Controls::isInputDisabled
Seems to return true if the input is currently disabled. '_GET_LAST_INPUT_METHOD' didn't seem very accurate, but I've left the original description below.
--
index usually 2
returns true if the last input method was made with mouse + keyboard, false if it was made with a gamepad
0, 1 and 2 used in the scripts. 0 is by far the most common of them.
Syntax
mp.game.controls.isInputDisabled(inputGroup);
Required Arguments
- inputGroup: int
Return value
- Boolean
Example
// test if the player is using a controller vs keyboard/mouse
function isUsingController(){
return !mp.game.controls.isInputDisabled(0);
}
See also
- mp.game.controls.disableAllControlActions
- mp.game.controls.disableControlAction
- mp.game.controls.enableAllControlActions
- mp.game.controls.enableControlAction
- mp.game.controls.getControlActionName
- mp.game.controls.getControlValue
- mp.game.controls.getControlNormal
- mp.game.controls.getDisabledControlNormal
- mp.game.controls.isControlEnabled
- mp.game.controls.isControlJustReleased
- mp.game.controls.isControlJustPressed
- mp.game.controls.isControlPressed
- mp.game.controls.isControlReleased
- mp.game.controls.isDisabledControlJustReleased
- mp.game.controls.isDisabledControlJustPressed
- mp.game.controls.isDisabledControlPressed
- mp.game.controls.isInputDisabled
- mp.game.controls.isInputJustDisabled
- mp.game.controls.setControlNormal
- mp.game.controls.setInputExclusive
- mp.game.controls.setPadShake
- mp.game.controls.setPlayerpadShakesWhenControllerDisabled
- mp.game.controls.stopPadShake
- mp.game.controls.useDefaultVehicleEntering
- mp.game.controls.setDisableControlActionBatch
- mp.game.controls.applyDisableControlActionBatch