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__NOTOC__  
{{Server client function}}
Binds a player's key to a console command, which will be triggered when the key is pressed. Keys that are bound to actual keyboard keys are displayed and can be modified by the user from the settings window.
__NOTOC__
Binds a player's key to a handler function or command, which will be called when the key is pressed.  


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bindKey ( player thePlayer, string key, string keyState, string bindName, function handlerFunction,  [ var arguments, ... ] ) </syntaxhighlight>
<section name="Server - Syntax 1" class="server" show="true">
<syntaxhighlight lang="lua">bool bindKey ( player thePlayer, string key, string keyState, function handlerFunction,  [ var arguments, ... ] )</syntaxhighlight>


===Required Arguments===  
===Required Arguments===
*'''thePlayer:''' The player you wish to bind the key of.
*'''thePlayer:''' The player you wish to bind the key of.
*'''key:''' The key or control you wish to bind to the command. See [[key names]] for a list of possible keys and [[control names]] for a list of possible controls.
*'''key:''' The key or control you wish to bind to the command. See [[key names]] for a list of possible keys and [[control names]] for a list of possible controls.
Line 12: Line 14:
**'''"down":''' If the bound key should trigger the function when the key is pressed
**'''"down":''' If the bound key should trigger the function when the key is pressed
**'''"both":''' If the bound key should trigger the function when the key is pressed or released
**'''"both":''' If the bound key should trigger the function when the key is pressed or released
*'''bindName:''' The name for this key bind when it appears in the client's settings dialog.
*'''handlerFunction:''' The function that will be triggered when the player's key is pressed. This function should have the form:
*'''handlerFunction:''' The function that will be triggered when the player's key is pressed. This function should have the form:
:<syntaxhighlight lang="lua">function functionName ( source, key, keyState, [ var arguments, ... ] )</syntaxhighlight>
:<syntaxhighlight lang="lua">function functionName ( player keyPresser, string key, string keyState, [ var arguments, ... ] )</syntaxhighlight>
:The values passed to this function are:
:The values passed to this function are:
:*'''source:''' The player who pressed the key
:*'''keyPresser:''' The player who pressed the key
:*'''key:''' The key that was pressed
:*'''key:''' The key that was pressed
:*'''keyState:''' The state of the key that was pressed, ''down'' if it was pressed, ''up'' if it was released.
:*'''keyState:''' The state of the key that was pressed, ''down'' if it was pressed, ''up'' if it was released.
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
</section>
{{New feature|3|1.0|
<section name="Server - Syntax 2" class="server" show="true">
This alternative syntax allows you to bind a key with a command.  This will also allow users to customize the control in their Settings menu.  Use in conjunction with [[addCommandHandler]] to add handler functions to the keybind.
<syntaxhighlight lang="lua">bool bindKey ( player thePlayer, string key, string keyState, string commandName, [ string arguments ] )</syntaxhighlight>
===Required Arguments===
*'''thePlayer:''' The player you wish to bind the key of.
*'''key:''' The key or control you wish to bind to the command. See [[key names]] for a list of possible keys.
*'''keyState:''' A string that has one of the following values:
**'''"up":''' If the bound key should trigger the function when the key is released
**'''"down":''' If the bound key should trigger the function when the key is pressed
**'''"both":''' If the bound key should trigger the function when the key is pressed or released
*'''commandName:''' The name of the command that the key should be binded to. 
===Optional Arguments===
*'''arguments''' Space delimited arguments that are entered as if one was typing the command.
</section>
}}
<section name="Client - Syntax 1" class="client" show="true">
<syntaxhighlight lang="lua">bool bindKey ( string key, string keyState, function handlerFunction,  [ var arguments, ... ] ) </syntaxhighlight>
===Required Arguments===
*'''key:''' The key or control you wish to bind to the command. See [[key names]] for a list of possible keys and [[control names]] for a list of possible controls.
*'''keyState:''' A string that has one of the following values:
**'''"up":''' If the bound key should trigger the function when the key is released
**'''"down":''' If the bound key should trigger the function when the key is pressed
**'''"both":''' If the bound key should trigger the function when the key is pressed or released
<!--*'''bindName:''' The name for this key bind when it appears in the client's settings dialog.-->
*'''handlerFunction:''' The function that will be triggered when the player's key is pressed. This function should have the form:
:<syntaxhighlight lang="lua">function functionName ( string key, string keyState, [ var arguments, ... ] )</syntaxhighlight>
:The values passed to this function are:
:*'''key:''' The key that was pressed
:*'''keyState:''' The state of the key that was pressed, ''down'' if it was pressed, ''up'' if it was released.
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
</section>
{{New feature|3|1.0|
<section name="Client - Syntax 2" class="client" show="true">
This alternative syntax allows you to bind a key with a command.  This will also allow users to customize the control in their Settings menu.  Use in conjunction with [[addCommandHandler]] to add handler functions to the keybind.
<syntaxhighlight lang="lua">bool bindKey ( string key, string keyState, string commandName, [ string arguments ] )</syntaxhighlight>
===Required Arguments===
*'''key:''' The key or control you wish to bind to the command. See [[key names]] for a list of possible keys.
*'''keyState:''' A string that has one of the following values:
**'''"up":''' If the bound key should trigger the function when the key is released
**'''"down":''' If the bound key should trigger the function when the key is pressed
**'''"both":''' If the bound key should trigger the function when the key is pressed or released
*'''commandName:''' The name of the command that the key should be binded to. 
*'''arguments''' Space delimited arguments that are entered as if one was typing the command.
</section>
}}


===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''arguments:''' Any arguments you may want to pass to the function when the key is pressed by the user. Any number of arguments of  can be specified, each being passed to the designated function.
*'''arguments:''' Any arguments you may want to pass to the function when the key is pressed by the user. Any number of arguments of  can be specified, each being passed to the designated function. You may not pass functions.


==Example==
===Returns===
'''Example 1:''' This example will bind a player's 'F1' key and 'fire' control to 1 input function.
Returns ''true'' if the key was bound, ''false'' otherwise.
 
==Example==
Example 1
<section name="Server" class="server" show="true">
This example will bind a player's 'F1' key and 'fire' control to 1 input function.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function funcInput ( source, key, keyState )
function funcInput ( player, key, keyState )
   local state = "let go of"
   outputChatBox ( getPlayerName ( player) .. " " .. (keyState == "down" and "pressed" or "released") .. " the " .. key .. " key!" )
  if ( keyState == "down" ) then
    state = "pressed"
  end
  outputChatBox ( getClientName ( source ) .. " " .. state .. " the " .. key .. " key!" )
end
end


function bindTheKeys ( source )
function bindTheKeys ( player, commandName )
   bindKey ( source, "F1", "down", "", funcInput ) -- bind the player's F1 down key
   bindKey ( player, "F1", "down", funcInput )   -- bind the player's F1 down key
   bindKey ( source, "F1", "up", "", funcInput ) -- bind the player's F1 up key
   bindKey ( player, "F1", "up", funcInput )     -- bind the player's F1 up key
   bindKey ( source, "fire", "both", "", funcInput ) -- bind the player's fire down and up control
   bindKey ( player, "fire", "both", funcInput ) -- bind the player's fire down and up control
end
end
addCommandHandler ( "bindme", bindTheKeys )
addCommandHandler ( "bindme", bindTheKeys )
</syntaxhighlight>
</syntaxhighlight>
</section>
Example 2
<section name="Client" class="client" show="true">
This example will bind a player's 'F1' key and 'fire' control to 1 input function, clientside.
<syntaxhighlight lang="lua">
function funcInput ( key, keyState )
outputChatBox( "You " .. (keyState == "down" and "pressed" or "let go of") .. " the " .. key .. " key!" )
end
function bindTheKeys ( commandName )
bindKey( "F1", "down", funcInput )  -- bind the player's F1 down key
bindKey( "F1", "up", funcInput )    -- bind the player's F1 up key
bindKey( "fire", "both", funcInput ) -- bind the player's fire down and up control
end
addCommandHandler ( "bindme", bindTheKeys )
</syntaxhighlight>
</section>
<section name="Server" class="server" show="true">
This example says how cool is the MTA:SA is if players wants to move.
<syntaxhighlight lang="lua">
function fanFunction()
  bindKey (source,"forwards","down",
    function(player,key,state)
      outputChatBox (getPlayerName (player) .. "#FFFF00 thinks MTA:SA is so cool.",root,255,255,0,true)
    end
  )
end
addEventHandler ("onPlayerLogin",root,fanFunction)
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Input functions}}
{{Input functions}}
[[pt-br:bindKey]]

Revision as of 08:42, 4 November 2020

Binds a player's key to a handler function or command, which will be called when the key is pressed.

Syntax

Click to collapse [-]
Server - Syntax 1
bool bindKey ( player thePlayer, string key, string keyState, function handlerFunction,  [ var arguments, ... ] )

Required Arguments

  • thePlayer: The player you wish to bind the key of.
  • key: The key or control you wish to bind to the command. See key names for a list of possible keys and control names for a list of possible controls.
  • keyState: A string that has one of the following values:
    • "up": If the bound key should trigger the function when the key is released
    • "down": If the bound key should trigger the function when the key is pressed
    • "both": If the bound key should trigger the function when the key is pressed or released
  • handlerFunction: The function that will be triggered when the player's key is pressed. This function should have the form:
function functionName ( player keyPresser, string key, string keyState, [ var arguments, ... ] )
The values passed to this function are:
  • keyPresser: The player who pressed the key
  • key: The key that was pressed
  • keyState: The state of the key that was pressed, down if it was pressed, up if it was released.
  • arguments The optional arguments you specified when calling bindKey (see below).
Click to collapse [-]
Server - Syntax 2

This alternative syntax allows you to bind a key with a command. This will also allow users to customize the control in their Settings menu. Use in conjunction with addCommandHandler to add handler functions to the keybind.

bool bindKey ( player thePlayer, string key, string keyState, string commandName, [ string arguments ] )

Required Arguments

  • thePlayer: The player you wish to bind the key of.
  • key: The key or control you wish to bind to the command. See key names for a list of possible keys.
  • keyState: A string that has one of the following values:
    • "up": If the bound key should trigger the function when the key is released
    • "down": If the bound key should trigger the function when the key is pressed
    • "both": If the bound key should trigger the function when the key is pressed or released
  • commandName: The name of the command that the key should be binded to.

Optional Arguments

  • arguments Space delimited arguments that are entered as if one was typing the command.
Click to collapse [-]
Client - Syntax 1
bool bindKey ( string key, string keyState, function handlerFunction,  [ var arguments, ... ] ) 

Required Arguments

  • key: The key or control you wish to bind to the command. See key names for a list of possible keys and control names for a list of possible controls.
  • keyState: A string that has one of the following values:
    • "up": If the bound key should trigger the function when the key is released
    • "down": If the bound key should trigger the function when the key is pressed
    • "both": If the bound key should trigger the function when the key is pressed or released
  • handlerFunction: The function that will be triggered when the player's key is pressed. This function should have the form:
function functionName ( string key, string keyState, [ var arguments, ... ] )
The values passed to this function are:
  • key: The key that was pressed
  • keyState: The state of the key that was pressed, down if it was pressed, up if it was released.
  • arguments The optional arguments you specified when calling bindKey (see below).
Click to collapse [-]
Client - Syntax 2

This alternative syntax allows you to bind a key with a command. This will also allow users to customize the control in their Settings menu. Use in conjunction with addCommandHandler to add handler functions to the keybind.

bool bindKey ( string key, string keyState, string commandName, [ string arguments ] )

Required Arguments

  • key: The key or control you wish to bind to the command. See key names for a list of possible keys.
  • keyState: A string that has one of the following values:
    • "up": If the bound key should trigger the function when the key is released
    • "down": If the bound key should trigger the function when the key is pressed
    • "both": If the bound key should trigger the function when the key is pressed or released
  • commandName: The name of the command that the key should be binded to.
  • arguments Space delimited arguments that are entered as if one was typing the command.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • arguments: Any arguments you may want to pass to the function when the key is pressed by the user. Any number of arguments of can be specified, each being passed to the designated function. You may not pass functions.

Returns

Returns true if the key was bound, false otherwise.

Example

Example 1

Click to collapse [-]
Server

This example will bind a player's 'F1' key and 'fire' control to 1 input function.

function funcInput ( player, key, keyState )
  outputChatBox ( getPlayerName ( player) .. " " .. (keyState == "down" and "pressed" or "released") .. " the " .. key .. " key!" )
end

function bindTheKeys ( player, commandName )
  bindKey ( player, "F1", "down", funcInput )   -- bind the player's F1 down key
  bindKey ( player, "F1", "up", funcInput )     -- bind the player's F1 up key
  bindKey ( player, "fire", "both", funcInput ) -- bind the player's fire down and up control
end
addCommandHandler ( "bindme", bindTheKeys )

Example 2

Click to collapse [-]
Client

This example will bind a player's 'F1' key and 'fire' control to 1 input function, clientside.

function funcInput ( key, keyState )
	outputChatBox( "You " .. (keyState == "down" and "pressed" or "let go of") .. " the " .. key .. " key!" )
end

function bindTheKeys ( commandName )
	bindKey( "F1", "down", funcInput )   -- bind the player's F1 down key
	bindKey( "F1", "up", funcInput )     -- bind the player's F1 up key
	bindKey( "fire", "both", funcInput ) -- bind the player's fire down and up control
end
addCommandHandler ( "bindme", bindTheKeys )
Click to collapse [-]
Server

This example says how cool is the MTA:SA is if players wants to move.

function fanFunction()
  bindKey (source,"forwards","down",
    function(player,key,state)
      outputChatBox (getPlayerName (player) .. "#FFFF00 thinks MTA:SA is so cool.",root,255,255,0,true)
    end
  )
end
addEventHandler ("onPlayerLogin",root,fanFunction)

See Also