API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

C

classInputScope

@codexo/exojs / input / stable

One input context: the action maps that are in charge while it is the topmost scope on a SceneInputs stack. A scope claims exactly the controls its maps currently bind. While it is pushed, no scope below it - and no map attached outside the stack with `scene.inputs.attach` - observes those controls at all, through neither live values nor this frame's event history. Controls nothing in the scope binds fall through untouched, so a pause menu that binds only Escape and the D-pad leaves the gameplay below it fully playable if that is what the game wants. Maps within one scope are peers: they never mask each other, and two of them binding the same control both see it. A scope groups MAPS, not actions. There is deliberately no `addAction` - an action belongs to exactly one map for its lifetime, and a lone hotkey is a one-action map rather than a second ownership path.

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props
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methods
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events
Import
import { InputScope } from '@codexo/exojs'

One input context: the action maps that are in charge while it is the topmost scope on a SceneInputs stack.

A scope claims exactly the controls its maps currently bind. While it is pushed, no scope below it - and no map attached outside the stack with `scene.inputs.attach` - observes those controls at all, through neither live values nor this frame's event history. Controls nothing in the scope binds fall through untouched, so a pause menu that binds only Escape and the D-pad leaves the gameplay below it fully playable if that is what the game wants.

Maps within one scope are peers: they never mask each other, and two of them binding the same control both see it.

A scope groups MAPS, not actions. There is deliberately no `addAction` - an action belongs to exactly one map for its lifetime, and a lone hotkey is a one-action map rather than a second ownership path.

Constructors1
Methods2
Put map in this scope. A map already in it is not added twice. A map may only be in one scope at a time - it is sampled once per frame by whichever level it sits on, and being on two levels would both double-sample it and make its claim ambiguous.
Properties1
Source