API Reference: qti-clockwork-input
| Method |
Notes |
beginFrame |
Currently no-op hook point. |
endFrame |
Clears transient pressed/released states. |
setKeyState |
Tracks key down/press/release transitions. |
setMouseButtonState |
Tracks mouse button transitions. |
setMousePosition |
Updates cursor position. |
setGamepadButtonState |
Tracks gamepad button transitions. |
setGamepadAxisState |
Stores axis value; non-finite coerced to 0. |
isKeyDown/wasKeyPressed/wasKeyReleased |
Keyboard state queries. |
getMousePosition/getMousePositionWorld |
Screen + camera-projected world cursor. |
isMouseButtonDown |
Mouse button state query. |
getGamepadAxis/isGamepadButtonDown |
Gamepad state queries. |
snapshot |
Immutable state snapshot (arrays/maps). |
ActionMap
| Method |
Notes |
bind |
Adds binding to action. |
unbind |
Removes all action bindings. |
rebind |
Replaces action bindings with one or many bindings. |
isActionPressed |
True when evaluated action value > 0. |
getActionValue |
Max value over bound controls with axis deadzone normalization. |
Gotchas
- Transient pressed/released state is frame-scoped and cleared by
endFrame.
- Axis deadzone defaults to
0.15; values <= deadzone map to 0.
snapshot clones collections, so frequent calls may allocate heavily.
Last updated: February 16, 2026