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, 01:26, 4 January 2021
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.