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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 classActiveControllerChangedDelegate Delegate for a current active controller change.
Public classAxis2DCalibration 
Public classAxisCalibration Holds calibration information for a controller axis.
Public classAxisCalibrationData A struct for working with axis calibration data.
Public classAxisCoordinateMode The axis coordinate mode.
Public classAxisRange The range of an axis.
Public classAxisSensitivity2DType Calculation type for sensitivity on 2D axes.
Public classAxisSensitivityType Axis sensitivity calculation type.
Public classAxisType The type of axis.
Public classCalibrationMap Maps calibration data to a controller's axes.
Public classCalibrationMapSaveData Save data for a Calibration Map.
Public classCompoundControllerElementType The type of a compound element in a controller.
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 classControllerDirectionalPad A directional pad is a compound element made up of 4 individual buttons.
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 classControllerElementTarget Describes a specific Controller Element on a Controller including a partial Axis.
Public classControllerElementType The type of an element in a controller.
Public classControllerIdentifier Information to identify a Controller.
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 classControllerPollingInfo 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 classControllerSetSelector Used for selecting Controllers based on the specified criteria. See static factory methods for construction.
Public classControllerSetSelectorType The Controller selector type.
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 classControllerTemplateElementSourceType Controller Template Element Source type.
Public classControllerTemplateElementTarget Describes a specific Controller Template Element on a Controller Template including a partial Axis.
Public classControllerTemplateElementType Controller Template Element type.
Public classControllerTemplateMap Maps actions to specific Controller Template elements.
Public classControllerType The type of a controller.
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 classDeadZone2DType Calculation type for 2D deadzones.
Public classElementAssignment A struct for making a controller element assignement.
Public classElementAssignmentConflictCheck A struct for performing a controller element assignment conflict check.
Public classElementAssignmentConflictInfo Information about a controller element assignment conflict.
Public classElementAssignmentInfo Describes a pending element assignment.
Public classElementAssignmentType The type of an element assignment.
Public classFlightPedalsTemplate Class representing a Flight Pedals Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IFlightPedalsTemplate instead.
Public classFlightYokeTemplate Class representing a Flight Yoke Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IFlightYokeTemplate instead.
Public classGamepadTemplate Class representing a Gamepad Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IGamepadTemplate instead.
Public classHOTASTemplate Class representing a HOTAS Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IHOTASTemplate instead.
Public classInputAction Represents a single action.
Public classInputActionCategory A category for organizing Actions.
Public classInputActionEventData Event data returned by an Input Action update event. Use this to get information about the input event.
Public classInputActionEventType Input action events. When using event based input, this is used to specify when to send an event.
Public classInputActionSourceData Provides information about the current sources contributing to the value of an Input Action.
Public classInputActionType The expected element type of an 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 classInputMapperConflictResponse Actions to take when a conflict is found.
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 classInputMapperStatus The status of the mapper.
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 classKeyboardKeyCode A keyboard key code.
Public classKeyboardMap Maps actions to controller elements for a keyboard.
Public classKeyboardMapSaveData Used to retrieve saveable keyboard map data.
Public classModifierKey A keyboard modifier key type.
Public classModifierKeyFlags Keyboard modifier keys as flags.
Public classMouse A mouse with buttons and axes.
Public classMouseInputElement An input element on the mouse.
Public classMouseMap Maps actions to controller elements for a mouse.
Public classMouseMapSaveData Used to retrieve saveable mouse map data.
Public classMouseOtherAxisMode The mode for the mouse's other axes apart from X and Y.
Public classMouseXYAxisDeltaCalc The delta calulation mode for the mouse's X and Y axes.
Public classMouseXYAxisMode The mode for the mouse's X and Y axes.
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 classPlayerActiveControllerChangedDelegate Delegate for a current active controller change in a Player.
Public classPlayerController A controller that uses Player Actions as the input sources for controller elements.
Public classPlayerControllerAbsoluteToRelativeScalingMode Determines how the values will be scaled when controlled by an absolute value (eg: a joystick).
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 classPlayerMouseMovementAreaUnit The unit of the movement area.
Public classPlayerSaveData A struct used for retrieving all the saveable data in a Player.
Public classPole A positive or negative value.
Public classRacingWheelTemplate Class representing a Racing Wheel Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface IRacingWheelTemplate instead.
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 classReInputGlyphHelper Provides access to all glyph-related members.
Public classReInputLocalizationHelper Provides access to all localization-related members.
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.
Public classSixDofControllerTemplate Class representing a 6 DoF Controller Template. This class contains constants. Do not use this class to interact with the Rewired API. Use the interface ISixDofControllerTemplate instead.
Public classUpdateLoopType Unity update loop type.
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.
Public interfaceIFlightPedalsTemplate Interface for a Flight Pedals Controller Template.
Public interfaceIFlightYokeTemplate Interface for a Flight Yoke Controller Template.
Public interfaceIGamepadTemplate Interface for a Gamepad Controller Template.
Public interfaceIHOTASTemplate Interface for a HOTAS Controller Template.
Public interfaceIRacingWheelTemplate Interface for a Racing Wheel Controller Template.
Public interfaceISixDofControllerTemplate Interface for a 6 DoF Controller Controller Template.