--- title: "Input" date: 2021-01-23T16:39:09-08:00 weight: 2 --- All input-related information can be retrieved through the `Inputs`. This class is automatically updated with input information and a reference to it can be retrieved from your `Game` subclass. ### Buttons There are four properties that buttons can have, and these apply to keyboard, mouse, and gamepad inputs. `IsPressed` means that the button was pressed this frame. `IsHeld` means that the button has been held down for at least two frames. `IsDown` means that the button was pressed or held on this frame. `IsReleased` means that the button is not currently being pressed. If you wanted to check if the A button on Gamepad 0 was pressed this frame, you would do this: ```cs if (Inputs.GetGamepad(0).A.IsPressed) { // do stuff } ``` If you wanted to check if the right mouse button was not pressed, you could do this: ```cs if (Inputs.Mouse.RightButton.IsReleased) { // do stuff } ``` You can look up keyboard key states with the `Keycode` enum. For example: ```cs if (Inputs.Keyboard.IsDown(Keycode.S)) { // do stuff } ``` would tell you that the S key is currently down. ## Mouse Input In addition to the mouse buttons, there are two kinds of positional information: window-relative position and per-frame deltas. ```cs var mouseX = Inputs.Mouse.X; var deltaMouseY = Inputs.Mouse.DeltaY; ``` `RelativeMode` hides the mouse and does not update the position of the mouse while still returning movement deltas. This is ideal for creating FPS-style controls. To enable it, simply do: ```cs Inputs.Mouse.RelativeMode = true; ``` ## Gamepad Input MoonWorks assumes your gamepad has a left stick, a right stick, and two triggers. The stick axes are represented in the range [-1f, 1f] and the trigger axes in the range [0f, 1f]; ```cs var leftStickHorizontal= Inputs.GetGamepad(0).LeftX; var rightStickVertical = Inputs.GetGamepad(0).RightY; var leftTrigger = Inputs.GetGamepad(0).LeftTrigger; ```