BindKey: Difference between revisions

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{{Server client function}}
{{Server client function}}
__NOTOC__
__NOTOC__
Binds a player's key to a handler function, which will be called when the key is pressed.  
Binds a player's key to a handler function or command, which will be called when the key is pressed.
 
{{Note|Using '''escape''' key or '''F8''' key will always return false. Use [[onClientKey]] event instead.}}
{{Note|Handler function won't be triggered while focused in CEGUI editbox. You can use [[guiSetInputMode]] or [[onClientKey]] in order to fix that.}}


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


===Required Arguments===
===Required Arguments===
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**'''"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
*'''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 ( keyPresser, 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:
:*'''keyPresser:''' The player who pressed the key
:*'''keyPresser:''' The player who pressed the key
Line 22: Line 25:
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
:*'''arguments''' The optional arguments you specified when calling [[bindKey]] (see below).
</section>
</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">
<section name="Client - Syntax 1" class="client" show="true">
<syntaxhighlight lang="lua">bindKey ( string key, string keyState, function handlerFunction,  [ var arguments, ... ] ) </syntaxhighlight>
<syntaxhighlight lang="lua">bool bindKey ( string key, string keyState, function handlerFunction,  [ var arguments, ... ] ) </syntaxhighlight>


===Required Arguments===
===Required Arguments===
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<!--*'''bindName:''' The name for this key bind when it appears in the client's settings dialog.-->
<!--*'''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 ( key, keyState, [ var arguments, ... ] )</syntaxhighlight>
:<syntaxhighlight lang="lua">function functionName ( string key, string keyState, [ var arguments, ... ] )</syntaxhighlight>
:The values passed to this function are:
:The values passed to this function are:
:*'''key:''' The key that was pressed
:*'''key:''' The key that was pressed
Line 42: Line 64:


{{New feature|3|1.0|
{{New feature|3|1.0|
<section name="Client - Syntax 2" class="client" show="false">
<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.
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">bindKey ( string key, string keyState, string commandName, string arguments )</syntaxhighlight>
<syntaxhighlight lang="lua">bool bindKey ( string key, string keyState, string commandName, [ string arguments ] )</syntaxhighlight>


===Required Arguments===
===Required Arguments===
Line 60: Line 82:
===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.
 
===Returns===
Returns ''true'' if the key was bound, ''false'' otherwise.


==Example==
==Example==
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function funcInput ( player, 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 ( player) .. " " .. state .. " the " .. key .. " key!" )
end
end


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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function funcInput ( key, keyState )
function funcInput ( key, keyState )
  local state = "let go of"
outputChatBox( "You " .. (keyState == "down" and "pressed" or "let go of") .. " the " .. key .. " key!" )
  if ( keyState == "down" ) then
    state = "pressed"
  end
  outputChatBox ( "You " .. state .. " the " .. key .. " key!" )
end
end


function bindTheKeys ()
function bindTheKeys ( commandName )
  bindKey ( "F1", "down", funcInput )  -- bind the player's F1 down key
bindKey( "F1", "down", funcInput )  -- bind the player's F1 down key
  bindKey ( "F1", "up", funcInput )    -- bind the player's F1 up 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
bindKey( "fire", "both", funcInput ) -- bind the player's fire down and up control
end
end
addCommandHandler ( "bindme", bindTheKeys )
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>
</syntaxhighlight>
</section>
</section>
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==See Also==
==See Also==
{{Input functions}}
{{Input functions}}
[[pt-br:bindKey]]

Latest revision as of 19:46, 19 March 2024

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

[[{{{image}}}|link=|]] Note: Using escape key or F8 key will always return false. Use onClientKey event instead.
[[{{{image}}}|link=|]] Note: Handler function won't be triggered while focused in CEGUI editbox. You can use guiSetInputMode or onClientKey in order to fix that.

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