NoteInputDevice
Since: IVPrismaUI9
virtual void NoteInputDevice(int device) noexcept = 0; // 0=keyboard, 1=mouse, 2=gamepad
Feeds an input-device observation from a plugin's own input sink into the framework's tracked "active device" state.
Parameters
device-0for keyboard,1for mouse,2for gamepad.
When you need this
The framework self-tracks menu-context input automatically via its own input sink. A plugin that also has its own gameplay-context input sink - for example, a crosshair-based quick-loot UI that reads input while no menu is open - should call this with every device observation it sees, so the tracked device stays correct out in the world too, not just inside menus.
What counts as a real observation
Only real button presses claim the device. A key/button release (value 0 in the underlying event,
distinct from the device parameter here) and thumbstick movement are both ignored outright, not
just filtered by a deadzone - a plugged-in pad's stick drift sends a thumbstick event every frame, so
any deadzone threshold eventually gets crossed by drift alone and would falsely claim "gamepad" while
the player is actually on keyboard. A single genuine button or D-pad press still flips the device
immediately.
See also
IsUsingGamepad, GetButtonPrompt.