DgsSetInputEnabled: Difference between revisions

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===Required Arguments===
===Required Arguments===
* '''mode:''' a string representing the desired input mode. Accepted values are:
* '''enabled:''' true if input should go to GUI, false if it should go to the game.
** '''"allow_binds":''' binds are enabled, hence using a key such as t in an editbox will still activate the chatbox (default)
** '''"no_binds":''' binds are disabled, hence using a key such as t in an editbox will not activate the chatbox
** '''"no_binds_when_editing":''' binds are always enabled except when an editable editbox or memo has input focus


===Returns===
===Returns===
Returns ''true'' if input mode could be changed, ''false'' if invalid parameters are passed.
Returns ''true'' if input mode could be changed, ''false'' if invalid parameters are passed.


==See Also==
==See Also==
{{DGSFUNCTIONS}}
{{DGSFUNCTIONS}}
{{DGSEVENTS}}
{{DGSEVENTS}}

Revision as of 11:20, 2 July 2019

This function is attached to guiSetInputEnabled. In order to satisfy the needs of developers, the function exists here. Because DGS elements will also be affected by guiSetInputEnabled.

Syntax

bool dgsSetInputEnabled ( bool enabled )

Required Arguments

  • enabled: true if input should go to GUI, false if it should go to the game.

Returns

Returns true if input mode could be changed, false if invalid parameters are passed.

See Also

Custom Cursor Functions

Multi Language Supports

Animation

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Selector

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