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− | 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. | + | An input is required to produce some sort of action to the player within the game. These inputs can be boiled down to mappings associated with a certain key or mouse click. To allow these inputs to be remappable, a <code>KeyMapping</code> can be declared and registered. |
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− | A <code>KeyBinding</code> can be declared with the following parameters: | + | A <code>KeyMapping</code> can be declared with the following parameters: |
| {| class="wikitable" | | {| class="wikitable" |
| ! Parameter !! Description | | ! Parameter !! Description |
| |- | | |- |
− | | description || A translation key used to describe what this binding will do (e.g. <code>key.modid.keyName</code>). | + | | name || A translation key used to set the name of this key mapping (e.g. <code>key.modid.key_name</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>. | + | | keyConflictContext || Determines when the key mapping should conflict with another defined key mapping. 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>. |
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− | | 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. | + | | key || Determines the input context this mapping will declare by default. This is a combination of the input type, input code, and any additional modifiers. There are three possible values for the input type: <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. The associated input codes and modifiers are based on the specified input type as mapped by <code>GLFW</code>. |
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− | | 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.category_name</code>). |
− | |-
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− | | 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$Input</code> instead and supply <code>InputMappings#INPUT_INVALID</code> as the argument.}} | + | {{Tip|If you would like there to be no mapping by default, use a constructor that contains <code>InputConstants$Key</code> instead and supply <code>InputConstants#UNKNOWN</code> as the argument.}} |
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− | The <code>KeyBinding</code> can then be registered using <code>ClientRegistry::registerKeyBinding</code> within <code>FMLClientSetupEvent</code>. | + | The <code>KeyMapping</code> can then be registered using <code>ClientRegistry::registerKeyBinding</code> within <code>FMLClientSetupEvent</code>. |
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− | == Using Registered Bindings == | + | == Using Registered Mappings == |
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− | 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$Input</code> can be constructed using <code>InputMappings::getInputByCode</code> or <code>MOUSE::getOrMakeInput</code> respectively. | + | There are two contexts in which a key mapping can be used normally: in or not in a screen. As such, there are two ways to handle these mappings. When not in a screen, <code>ClientTickEvent</code> should be used to determine whether the key is down using <code>KeyMapping#isDown</code>. If within a screen, the following logic can be applied using <code>KeyMapping#isActiveAndMatches</code> within <code>GuiEventListener#keyPressed</code> and <code>GuiEventListener#mouseClicked</code> for mouse input. Note that the necessary <code>InputConstants$Key</code> can be constructed using <code>InputConstants::getKey</code> or <code>InputConstants$Type::getOrCreate</code> respectively. |