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Difference between revisions of "Key Mappings"
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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 | + | 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. |
| − | A <code> | + | A <code>KeyMapping</code> can be declared with the following parameters: |
{| class="wikitable" | {| class="wikitable" | ||
! Parameter !! Description | ! Parameter !! Description | ||
|- | |- | ||
| − | | | + | | 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 | + | | 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>. |
|- | |- | ||
| − | | | + | | 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>. |
|- | |- | ||
| − | + | | category || A translation key representing the category this key is located in (e.g. <code>key.modid.categories.category_name</code>). | |
| − | |||
| − | | category || A translation key representing the category this key is located in (e.g. <code>key.modid.categories. | ||
|} | |} | ||
| − | {{Tip|If you would like there to be no | + | {{Tip|If you would like there to be no mapping by default, use a constructor that contains <code>InputConstants$Key</code> instead and supply <code>InputConstants#UNKNOWN</code> as the argument.}} |
| − | The <code> | + | The <code>KeyMapping</code> can then be registered using <code>ClientRegistry::registerKeyBinding</code> within <code>FMLClientSetupEvent</code>. |
| − | == Using Registered | + | == Using Registered Mappings == |
| − | There are two contexts in which a key | + | There are two contexts in which a key mapping can be used normally: in or not in a screen. As such, there are two ways to handle these mappings. When not in a screen, <code>ClientTickEvent</code> should be used to determine whether the key is down using <code>KeyMapping#isDown</code>. If within a screen, the following logic can be applied using <code>KeyMapping#isActiveAndMatches</code> within <code>GuiEventListener#keyPressed</code> and <code>GuiEventListener#mouseClicked</code> for mouse input. Note that the necessary <code>InputConstants$Key</code> can be constructed using <code>InputConstants::getKey</code> or <code>InputConstants$Type::getOrCreate</code> respectively. |
Revision as of 22:29, 2 August 2021
An input is required to produce some sort of action to the player within the game. These inputs can be boiled down to mappings associated with a certain key or mouse click. To allow these inputs to be remappable, a KeyMapping can be declared and registered.
A KeyMapping can be declared with the following parameters:
| Parameter | Description |
|---|---|
| name | A translation key used to set the name of this key mapping (e.g. key.modid.key_name).
|
| keyConflictContext | Determines when the key mapping should conflict with another defined key mapping. By default, there are three values within KeyConflictContext: UNIVERSAL which are used in every context, GUI which are used whenever a screen is open, and IN_GAME whenever a screen is not open. Custom contexts can be created by implementing IKeyConflictContext.
|
| key | Determines the input context this mapping will declare by default. This is a combination of the input type, input code, and any additional modifiers. There are three possible values for the input type: KEYSYM which represents a mapped key, SCANCODE which represents the value emitted by the keyboard itself, and MOUSE which represents a mouse click. The associated input codes and modifiers are based on the specified input type as mapped by GLFW.
|
| category | A translation key representing the category this key is located in (e.g. key.modid.categories.category_name).
|
InputConstants$Key instead and supply InputConstants#UNKNOWN as the argument.The KeyMapping can then be registered using ClientRegistry::registerKeyBinding within FMLClientSetupEvent.
Using Registered Mappings
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, ClientTickEvent should be used to determine whether the key is down using KeyMapping#isDown. If within a screen, the following logic can be applied using KeyMapping#isActiveAndMatches within GuiEventListener#keyPressed and GuiEventListener#mouseClicked for mouse input. Note that the necessary InputConstants$Key can be constructed using InputConstants::getKey or InputConstants$Type::getOrCreate respectively.