Key Bindings docs, should be applied within some subcategory
An input is required to produce some sort of action to the player within the game. These inputs can be boiled down to bindings associated with a certain key or mouse click. To allow these inputs to be remappable, a <code>KeyBinding</code> can be declared and registered.
A <code>KeyBinding</code> can be declared with the following parameters:
{| class="wikitable"
! Parameter !! Description
|-
| description || A translation key used to describe what this binding will do (e.g. <code>key.modid.keyName</code>).
|-
| keyConflictContext || Determines when the key binding should conflict with another defined key binding. By default, there are three values within <code>KeyConflictContext</code>: <code>UNIVERSAL</code> which are used in every context, <code>GUI</code> which are used whenever a screen is open, and <code>IN_GAME</code> whenever a screen is not open. Custom contexts can be created by implementing <code>IKeyConflictContext</code>.
|-
| inputType || Determines the type of input this binding will declare by default. There are three possible values: <code>KEYSYM</code> which represents a mapped key, <code>SCANCODE</code> which represents the value emitted by the keyboard itself, and <code>MOUSE</code> which represents a mouse click.
|-
| keyCode || The associated key codes based on the specified input type as mapped by <code>GLFW</code>.
|-
| category || A translation key representing the category this key is located in (e.g. <code>key.modid.categories.categoryName</code>).
|}
{{Tip|If you would like there to be no binding by default, use a constructor that contains <code>InputMappings$Input</code> instead and supply <code>InputMappings#INPUT_INVALID</code> as the argument.}}
The <code>KeyBinding</code> can then be registered using <code>ClientRegistry::registerKeyBinding</code> within <code>FMLClientSetupEvent</code>.
== Using Registered Bindings ==
There are two contexts in which a key binding can be used normally: in or not in a screen. As such, there are two ways to handle these bindings. When not in a screen, <code>ClientTickEvent</code> should be used to determine whether the key is down using <code>KeyBinding#isKeyDown</code>. If within a screen, the following logic can be applied using <code>KeyBinding#isActiveAndMatches</code> within <code>IGuiEventListener#keyPressed</code> and <code>IGuiEventListener#mouseClicked</code> for mouse input. Note that the necessary <code>InputMappings$Input</code> can be constructed using <code>InputMappings::getInputByCode</code> or <code>MOUSE::getOrMakeInput</code> respectively.