import { Color } from '../types/Color'; import { int, float } from '../types/NativeAliases'; export declare class Pad { /** * @param action * @param control * @returns */ static isControlActionValid(action: string | number, control: int): boolean; /** * nullsub, doesn't do anything * * @param control */ static clearControlLightEffect(control: int): void; /** * @param control * @param action * @returns */ static isDisabledControlPressed(control: int, action: string | number): boolean; /** * _IS_R* - _IS_S* * * @returns */ static N_0x1252C029FC8EBB4D(): boolean; /** * Old name: STOP_PAD_SHAKE * * @param control */ static stopControlShake(control: int): void; /** * @param control * @param action * @returns */ static getControlNormal(control: int, action: string | number): float; /** * Returns time in ms since last input. * * @param control * @returns */ static getControlHowLongAgo(control: int): int; /** * @param control * @param action * @returns */ static isDisabledControlJustPressed(control: int, action: string | number): boolean; /** * Old name: SET_PAD_SHAKE * * @param control * @param duration * @param frequency */ static setControlShake(control: int, duration: int, frequency: int): void; /** * @param control * @param action */ static setInputExclusive(control: int, action: string | number): void; /** * @param control * @param action * @returns */ static isControlJustPressed(control: int, action: string | number): boolean; /** * @param control * @param action * @returns */ static isControlEnabled(control: int, action: string | number): boolean; /** * @param control * @param action * @returns */ static isDisabledControlJustReleased(control: int, action: string | number): boolean; /** * @param control * @param action * @param disableRelatedActions */ static disableControlAction(control: int, action: string | number, disableRelatedActions: boolean): void; /** * nullsub, doesn't do anything * * @param control * @param leftDuration * @param leftFrequency * @param rightDuration * @param rightFrequency */ static setControlTriggerShake(control: int, leftDuration: int, leftFrequency: int, rightDuration: int, rightFrequency: int): void; /** * Old name: _CLEAR_SUPPRESSED_PAD_RUMBLE * * @param control */ static clearControlShakeSuppressedId(control: int): void; static N_0x709BA8C08C5C008D(): void; /** * @param control * @param action * @returns */ static isControlPressed(control: int, action: string | number): boolean; /** * @param control * @param action * @returns */ static isControlReleased(control: int, action: string | number): boolean; /** * @param p0 * @returns */ static N_0xBD629C1C4F501C80(p0: any): any; /** * @param control * @param action * @returns */ static isControlJustReleased(control: int, action: string | number): boolean; /** * nullsub, doesn't do anything * * @param control * @param color */ static setControlLightEffectFlashingColor(control: int, color: Color): void; /** * @param control * @returns */ static getDisabledControlHowLongAgo(control: int): int; /** * @param p0 * @param p1 * @returns */ static N_0x43F35DDB2905D945(p0: any, p1: any): any; /** * This is for simulating player input. * value is a float value from 0 - 1 control: see IS_CONTROL_ENABLED Old name: _SET_CONTROL_NORMAL * * @param control * @param action * @param value * @returns */ static setControlValueNextFrame(control: int, action: string | number, value: float): boolean; /** * @param control * @param action * @returns */ static getControlValue(control: int, action: string | number): int; /** * @param control * @param action * @returns */ static getDisabledControlUnboundNormal(control: int, action: string | number): float; /** * @param control * @param action * @returns */ static getDisabledControlNormal(control: int, action: string | number): float; /** * nullsub, doesn't do anything Old name: _SET_CONTROL_GROUP_COLOR * * @param control * @param color */ static setControlLightEffectColor(control: int, color: Color): void; /** * @returns */ static isLookInverted(): boolean; /** * padIndex is not used Old name: _IS_USING_KEYBOARD * * @param control * @returns */ static isUsingKeyboardAndMouse(control: int): boolean; /** * @param control */ static disableAllControlActions(control: int): void; /** * @param control * @param action * @returns */ static getControlUnboundNormal(control: int, action: string | number): float; /** * @param control * @param action * @param enableRelatedActions */ static enableControlAction(control: int, action: string | number, enableRelatedActions: boolean): void; /** * Old name: SET_PAD_SHAKE_SUPPRESSED_ID * * @param control * @param uniqueId */ static setControlShakeSuppressedId(control: int, uniqueId: int): void; /** * rumbleCurve: common_0/data/rumblecurves.meta * * @param rumbleCurve * @param p1 */ static N_0x5F217BC1190503D8(rumbleCurve: string, p1: float): void; /** * @param p0 */ static N_0x52C68E92D6E23ADD(p0: any): void; /** * Gets the current control context. See: _SET_CONTROL_CONTEXT * * @param control * @returns */ static getCurrentControlContext(control: int): number; /** * Sets the current control context. Must be called every frame. context: https://alloc8or.re/rdr3/doc/misc/input_contexts.txt * For more information, see common:/data/control/settings.meta * https://github.com/femga/rdr3_discoveries/tree/master/Controls * * @param control * @param context */ static setControlContext(control: int, context: string | number): void; /** * @param control * @returns */ static haveControlsChanged(control: int): boolean; } //# sourceMappingURL=Pad.d.ts.map