Okay, how about this case then: control inputs.
My game supports both keyboard and gamepad inputs. All of these inputs are customizable with an in-game menu.
I have 2 kinds of checks, similar to the built-in Keyboard & Gamepad plugins:
* inputDown(control): Checks if the given input is being held down. Implemented with a native function. Checked with an expression.
* inputPressed(control): Event called when this button is pressed. Implemented with the Functions plugin.
For example, here's the code in my Controls event sheet that fires these events:
And here's the code in my Menus event sheet that listens to keyboard input while a menu cursor is active:
And here's the code in my Player event sheet that also listens to some of the same events:
So basically, when I press a keyboard/gamepad button, the controls module sends out a callback that a playable character or a menu cursor or something else might possibly listen for. I can't make a single function out of all the possible things that might happen when you press a button.