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Rewired Namespace

 
Classes
  ClassDescription
Public classActionElementMap
Maps an Action to a Controller element.
Public classActionIdPropertyAttribute
A PropertyAttribute for an InputAction id. Use on a serialized int field to allow selecting of Rewired Actions from a popup in the Unity inspector. Usage: [ActionIdProperty(typeof(MyType)] Type should be a class that contains public const int fields, each of which corresponds to a Rewired Input Action id.
Public classAxis2DCalibration
Public classAxisCalibration
Holds calibration information for a controller axis.
Public classCalibrationMap
Maps calibration data to a controller's axes.
Public classCalibrationMapSaveData
Save data for a Calibration Map.
Public classController
The base class for all controllers.
Public classControllerAxis
An Axis controller element.
Public classControllerAxis2D
Axis 2D is a combination of values from two individual Axes. This is primarily used for analog sticks. A radial deadzone is applied to the combined values. The deazone is the larger of the two deadzones set in the individual axes. Axis 2D cannot be mapped with an ActionElementMap. Instead, the component axes are each mapped individually. When two Axes are combined into an Axis2D, the values of the individual Axes are changed to reflect the radial deadzone applied by the parent Axis2D.
Public classControllerButton
A Button controller element.
Public classControllerCompoundElement
Base class for compound elements. Compound elements are a combination of existing elements such as 2 axes making up an Axis 2D. Compound elements have no value in and of themselves, but combine values from their member elements to produce a result. Compound elements cannot be mapped with an ActionElementMap. Instead, the component axes are each mapped individually.
Public classControllerElement
The base class for all controller elements.
Public classControllerExtension
A class that can be used as a base class to allow for special controller or platform-specific functions in a controller.
Public classControllerHat
A hat is a compound element made up of 4 or 8 individual buttons. If this is a 4-way hat, only up, down, right, and left are supported. Corner presses will activate the two cardinal directions. If this is an 8-way hat, all 8 directions are supported. Corner presses will activate the corner buttons.
Public classControllerAssignmentChangedEventArgs
Event args returned by controller assignment and unassignment events in Players. Contains information about the controller that was changed.
Public classControllerElementIdentifier
Represents a single element on a controller. Used to identify physical elements on controllers by type and name.
Public classControllerMap
The base class for all controller maps. Maps actions to specific controller elements.
Public classControllerMapEnabler
Enforces persistent enabled states on Controller Maps in a Player based on user settings. This can be used to make specific Controller Maps be enabled or disabled in a Player, for example when changing game modes that require user input to change. These settings will persist and be inherited by new Controllers assigned to the Player. Enabled states will be sync'd when new Controllers are added, when Controller Maps are loaded, etc. When using ControllerMapEnabler, you should not manually set enabled states on Controller Maps that are managed by this class, but instead change all settings within this class.
Public classControllerMapEnablerRule
Settings for persisting the enabled state of Controller Maps.
Public classControllerMapEnablerRuleSet
A set of Rules.
Public classControllerMapLayoutManager
Manages loading and unloading of Controller Maps in a Player based on user settings to force the specified Layouts to be used. This can be used to make specific Controller Maps be loaded in a Player with specific Layouts, for example when changing from one Controller Layout to another. These settings will persist and be inherited by new Controllers assigned to the Player. This will enforce a single Layout per managed Map Category be loaded in the Player. This cannot manage mutliple simultaneous Layouts in the same Map Category being loaded in the Player. This does not manage enabled states of the Controller Maps. It only manages loading and unloading of Controller Maps.
Public classControllerMapLayoutManagerRule
Settings for persisting a Controller Map Layout.
Public classControllerMapLayoutManagerRuleSet
A set of Rules.
Public classControllerMapSaveData
Base class for controller map save data.
Public classControllerMapWithAxes
Maps actions to controller elements for a controller with axes.
Public classControllerSetSelector
Used for selecting Controllers based on the specified criteria. See static factory methods for construction.
Public classControllerStatusChangedEventArgs
Event args returned by controller connect and disconnect events. Contains information about the controller that was changed.
Public classControllerTemplate
Base class for a Controller Template.
Public classControllerTemplateActionAxisMap
Maps an Action to a Controller Template Axis element.
Public classControllerTemplateActionButtonMap
Maps an Action to a Controller Template Button element.
Public classControllerTemplateActionElementMap
Maps an Action to a Controller Template element.
Public classControllerTemplateElementIdentifier
Represents a single element on a controller template. Used to identify physical elements on controller templates by type and name.
Public classControllerTemplateMap
Maps actions to specific Controller Template elements.
Public classControllerWithAxes
A controller with buttons and axes.
Public classControllerWithMap
The contents of this class have been moved into Conroller. This class no longer serves any purpose and may be removed in the future.
Public classCustomController
A virtual controller with a user-defined input source.
Public classCustomControllerMap
Maps actions to controller elements for a custom controller.
Public classCustomControllerMapSaveData
Used to retrieve saveable custom controller map data.
Public classElementAssignmentInfo
Describes a pending element assignment.
Public classInputAction
Represents a single action.
Public classInputBehavior
Provides configuration options for an InputAction.
Public classInputCategory
A category for organizing input-related data.
Public classInputLayout
A layout for organizing input maps.
Public classInputMapCategory
A category for organizing controller maps.
Public classInputMapper
A class that simplifies the process of remapping controls. Handles listening for controller input, conflict checking, and creating Action-element assignments.
Public classInputMapperCanceledEventData
Data for a canceled event.
Public classInputMapperConflictFoundEventData
Data for a conflict event.
Public classInputMapperContext
Provides information about an input mapping. This is used to define what is being mapped and how user input should be handled.
Public classInputMapperErrorEventData
Data for an error event.
Public classInputMapperEventData
Base class for event data.
Public classInputMapperInputMappedEventData
Data for an input mapped event.
Public classInputMapperOptions
Configuration options for the InputMapper.
Public classInputMapperStartedEventData
Data for a started event.
Public classInputMapperStoppedEventData
Data for a stopped event.
Public classInputMapperTimedOutEventData
Data for a timed out event.
Public classJoystick
A joystick with buttons and axes.
Public classJoystickCalibrationMapSaveData
Save data for a Joystick Calibration Map.
Public classJoystickMap
Maps actions to controller elements for a joystick.
Public classJoystickMapSaveData
Used to retrieve saveable joystick map data.
Public classKeyboard
A keyboard with keys.
Public classKeyboardMap
Maps actions to controller elements for a keyboard.
Public classKeyboardMapSaveData
Used to retrieve saveable keyboard map data.
Public classMouse
A mouse with buttons and axes.
Public classMouseMap
Maps actions to controller elements for a mouse.
Public classMouseMapSaveData
Used to retrieve saveable mouse map data.
Public classPlayer
Represents a player to which controllers are assigned. Input should normally be managed through the Player class.
Public classPlayerControllerHelper
Provides access to all controller-related members in Player.
Public classPlayerControllerHelperConflictCheckingHelper
Provides access to all controller element assignment conflict checking related members.
Public classPlayerControllerHelperMapHelper
Provides access to all mapping related members.
Public classPlayerControllerHelperPollingHelper
Provides access to all controller element polling related members. This should only be used for controller mapping or other non-gameplay-related code. The polling system is expensive and should not be used during gameplay.
Public classPlayerController
A controller that uses Player Actions as the input sources for controller elements.
Public classPlayerControllerAxis
An Axis that uses Player Actions as the value source.
Public classPlayerControllerAxisDefinition
Properties to use when creating a new Axis.
Public classPlayerControllerAxis2D
An element with 2 Axes.
Public classPlayerControllerAxis2DDefinition
Public classPlayerControllerButton
A Button that uses Player Actions as the value source.
Public classPlayerControllerButtonDefinition
Properties to use when creating a new Button.
Public classPlayerControllerCompoundElement
Base for elements with multiple source elements.
Public classPlayerControllerCompoundElementDefinition
Public classPlayerControllerDefinition
Definition for Player Controller.
Public classPlayerControllerElement
Base class for elements.
Public classPlayerControllerElementDefinition
Properties to use when creating a new Element.
Public classPlayerControllerElementWithSource
Base class for elements that have an input source.
Public classPlayerControllerElementWithSourceDefinition
Public classPlayerControllerFactory
Class for creating Player Controller instances.
Public classPlayerControllerMouseAxis
A Mouse Axis that uses Player Actions as the value source. Source value is automatically scaled to screen resolution.
Public classPlayerControllerMouseAxisDefinition
Properties to use when creating a new Mouse Axis.
Public classPlayerControllerMouseAxis2D
An element with 2 Mouse Axes.
Public classPlayerControllerMouseAxis2DDefinition
Public classPlayerControllerMouseWheel
Public classPlayerControllerMouseWheelDefinition
Public classPlayerControllerMouseWheelAxis
Public classPlayerControllerMouseWheelAxisDefinition
Properties to use when creating a new MouseWheelAxis.
Public classPlayerIdPropertyAttribute
A PropertyAttribute for a Player id. Use on a serialized int field to allow selecting of Rewired Players from a popup in the Unity inspector. Usage: [PlayerIdProperty(typeof(MyType)] Type should be a class that contains public const int fields, each of which corresponds to a Rewired Player id.
Public classPlayerMouse
A virtual mouse that can be used to drive a sprite or software mouse pointer. It uses a Rewired Player to move the pointer position and as the source for the buttons and axes.
Public classPlayerMouseDefinition
Definition for a Player Mouse.
Public classPlayerMouseFactory
Class for creating Player Mouse instances.
Public classReInput
The main class for accessing all input-related information.
Public classReInputConfigHelper
Provides access to time-related data. This is mostly for accurate unscaled time comparisons for button and axis times.
Public classReInputControllerHelper
Provides access to all controller-related members.
Public classReInputControllerHelperConflictCheckingHelper
Public classReInputControllerHelperPollingHelper
Provides access to controller element polling-related members. This should only be used for controller mapping or other non-gameplay-related code. The polling system is expensive and should not be used during gameplay.
Public classReInputMappingHelper
Provides access to all mapping-related data defined in the Rewired Editor. This data is read-only. Data created in the Rewired Editor cannot be changed at run time.
Public classReInputPlayerHelper
Provides access to all player-related members.
Public classReInputTimeHelper
Provides access to time-related data. This is mostly for accurate unscaled time comparisons for button and axis times.
Public classReInputUnityTouch
Provides access to touch-related members.
Structures
  StructureDescription
Public structureAxisCalibrationData
A struct for working with axis calibration data.
Public structureControllerElementTarget
Describes a specific Controller Element on a Controller including a partial Axis.
Public structureControllerIdentifier
Information to identify a Controller.
Public structureControllerPollingInfo
Contains polling information recieved from a controller element polling request. Use this to determine which controller element was activated for use in control remapping.
Public structureControllerTemplateElementTarget
Describes a specific Controller Template Element on a Controller Template including a partial Axis.
Public structureElementAssignment
A struct for making a controller element assignement.
Public structureElementAssignmentConflictCheck
A struct for performing a controller element assignment conflict check.
Public structureElementAssignmentConflictInfo
Information about a controller element assignment conflict.
Public structureInputActionEventData
Event data returned by an Input Action update event. Use this to get information about the input event.
Public structureInputActionSourceData
Provides information about the current sources contributing to the value of an Input Action.
Public structurePlayerSaveData
A struct used for retrieving all the saveable data in a Player.
Interfaces
  InterfaceDescription
Public interfaceIControllerElementTarget
Interface for a Controller element target.
Public interfaceIControllerTemplate
Interface for a Controller Template.
Public interfaceIControllerTemplateAxis
Interface for a Controller Template Axis. An Axis has a floating-point value. An Axis consists of two poles, positive and negative.
Public interfaceIControllerTemplateAxisSource
Interface for a Controller Template Axis Source. This provides information about the source of the Controller Template Axis.
Public interfaceIControllerTemplateButton
Interface for a Controller Template Button. A Button has an on/off value and optionally a pressure value.
Public interfaceIControllerTemplateButtonSource
Interface for a Controller Template Button Source. This provides information about the source of the Controller Template Button.
Public interfaceIControllerTemplateDPad
Interface for a Controller Template D-Pad. A D-Pad consists of 4 directional buttons and an optional press-in button.
Public interfaceIControllerTemplateElement
Interface for a Controller Template Element.
Public interfaceIControllerTemplateElementSource
Interface for a Controller Template Element Source. This provides information about the source of the Controller Template Element.
Public interfaceIControllerTemplateHat
Interface for a Controller Template Hat. A Hat is an 8-directional switch. This is commonly used on flight sticks.
Public interfaceIControllerTemplateStick
Interface for a Controller Template Stick. A Stick can have up to 3 axes: Horizontal, Vertical, and Rotation. This is used for flight sticks.
Public interfaceIControllerTemplateStick6D
Interface for a Controller Template 6 DoF Stick.
Public interfaceIControllerTemplateThrottle
Interface for a Controller Template Throttle. A Throttle has an axis and an optional button activated when the throttle is at its minimum value.
Public interfaceIControllerTemplateThumbStick
Interface for a Controller Template Thumb Stick. A Thumb Stick has 2 axes and an optional button. This is used for gamepad sticks.
Public interfaceIControllerTemplateYoke
Interface for a Controller Template Yoke. A Yoke has 2 axes: Rotation and Push/Pull. This is used for flight yokes.
Delegates
  DelegateDescription
Public delegateActiveControllerChangedDelegate
Delegate for a current active controller change.
Public delegatePlayerActiveControllerChangedDelegate
Delegate for a current active controller change in a Player.
Enumerations
  EnumerationDescription
Public enumerationAxisCoordinateMode
The axis coordinate mode.
Public enumerationAxisRange
The range of an axis.
Public enumerationAxisSensitivity2DType
Calculation type for sensitivity on 2D axes.
Public enumerationAxisSensitivityType
Axis sensitivity calculation type.
Public enumerationAxisType
The type of axis.
Public enumerationCompoundControllerElementType
The type of a compound element in a controller.
Public enumerationControllerElementType
The type of an element in a controller.
Public enumerationControllerSetSelectorType
The Controller selector type.
Public enumerationControllerTemplateElementSourceType
Controller Template Element Source type.
Public enumerationControllerTemplateElementType
Controller Template Element type.
Public enumerationControllerType
The type of a controller.
Public enumerationDeadZone2DType
Calculation type for 2D deadzones.
Public enumerationElementAssignmentType
The type of an element assignment.
Public enumerationInputActionEventType
Input action events. When using event based input, this is used to specify when to send an event.
Public enumerationInputActionType
The expected element type of an action.
Public enumerationInputMapperConflictResponse
Actions to take when a conflict is found.
Public enumerationInputMapperStatus
The status of the mapper.
Public enumerationKeyboardKeyCode
A keyboard key code.
Public enumerationModifierKey
A keyboard modifier key type.
Public enumerationModifierKeyFlags
Keyboard modifier keys as flags.
Public enumerationMouseInputElement
An input element on the mouse.
Public enumerationMouseOtherAxisMode
The mode for the mouse's other axes apart from X and Y.
Public enumerationMouseXYAxisDeltaCalc
The delta calulation mode for the mouse's X and Y axes.
Public enumerationMouseXYAxisMode
The mode for the mouse's X and Y axes.
Public enumerationPlayerMouseMovementAreaUnit
The unit of the movement area.
Public enumerationPole
A positive or negative value.
Public enumerationUpdateLoopType
Unity update loop type.