BindKey: Difference between revisions

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===Optional Arguments===
===Optional Arguments===
*'''keyState:''' A string containing the word "up" or "down" determining when the binded command will be called. Defaults to "down" if not specified.
*'''keyState:''' A string containing the word "up" or "down" determining when the binded command will be called. Defaults to "down" if not specified.
*'''arguments:''' Any arguments you may want to pass to the command handler.
*'''arguments:''' Any arguments you may want to pass to the command handler when the key is pressed by the user.


==Example==   
==Example==   
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end
end


addCommandHandler ( "keydown", "keydown" )
addCommandHandler ( "keydown", "funKeydown" )
function keydown ( source )
function funKeydown ( source )
   outputChatBox ( getClientName ( source ).." pressed the F1 key" )
   outputChatBox ( getClientName ( source ).." pressed the F1 key" )
end
end


addCommandHandler ( "keyup", "keyup" )
addCommandHandler ( "keyup", "funcKeyup" )
function keyup ( source )
function funcKeyup ( source )
   outputChatBox ( getClientName ( source ).." let go of the F1 key" )
   outputChatBox ( getClientName ( source ).." let go of the F1 key" )
end
end

Revision as of 16:45, 9 October 2006

Binds a player's key to a console command, which will be triggered when the key is pressed.

Syntax

bindKey ( player thePlayer, string key, [ string keyState ], string command, [ 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 and control names for a list of possible controls.
  • command: The command that will be triggered when the player's key is pressed. See Control names for a list of GTA keys that can be used.

Optional Arguments

  • keyState: A string containing the word "up" or "down" determining when the binded command will be called. Defaults to "down" if not specified.
  • arguments: Any arguments you may want to pass to the command handler when the key is pressed by the user.

Example

Example 1: This example will bind a player's 'F1' key to a pair of console command.

addCommandHandler ( "bindme", "bindthekeys" )
function bindthekeys ( source )
  bindKey ( source, "F1", "down", "keydown" ) -- bind the player's F1 down key
  bindKey ( source, "F1", "up", "keyup" ) -- bind the player's F1 up key
end

addCommandHandler ( "keydown", "funKeydown" )
function funKeydown ( source )
  outputChatBox ( getClientName ( source ).." pressed the F1 key" )
end

addCommandHandler ( "keyup", "funcKeyup" )
function funcKeyup ( source )
  outputChatBox ( getClientName ( source ).." let go of the F1 key" )
end

Example 2: This example will bind a player's handbrake key to a console command. This takes advantage of the fact you can bind a key to a controller function, so that whatever key the player has bound locally this will work. This allows reliable notification as to when the player is pressing a particular key in-game. An easier, lower bandwidth but less reliable method is to use getControlState.

addEventHandler ( "onPlayerJoin", getRootElement(), "playerJoin" )
function playerJoin ()
    bindKey ( source, "handbrake", "down", "handbrakePressed", "1" )
    bindKey ( source, "handbrake", "up", "handbrakePressed", "0" )
end

addCommandHandler ( "handbrakePressed", "handbrakePressed" )
function handbrakePressed ( source, commandName, isDown )
    if ( isDown == "1" )
        outputChatBox ( getClientName ( source ) .. " is using the handbrake!" )
    else
        outputChatBox ( getClientName ( source ) .. " has stopped using the handbrake!" )
    end
end

Example 3: This example shows how you can support moddifier keys, i.e. two keys held at once.

addEventHandler ( "onPlayerJoin", getRootElement(), "playerJoin" )
function playerJoin ()
    bindKey ( source, "lshift", "down", "keyPressed", "lshiftKey", "1" )
    bindKey ( source, "lshift", "up", "keyPressed", "lshiftKey", "0" )

    bindKey ( source, "q", "down", "keyPressed", "qKey", "1" )
    bindKey ( source, "q", "up", "keyPressed", "qKey", "0" )
end

-- Called when either of the two bound keys are pressed
addCommandHandler ( "keyPressed", "keyPressed" )
function keyPressed( source, commandName, keyName, isDown )
    setElementData ( source, keyName, isDown )
end

-- Call this function every 100ms to check for players keys. Could be sped up by 
-- caching the players table and updating that only onPlayerJoin and onPlayerQuit.
setTimer ( "keyProcess", 100, 0 )
function keyProcess ( )
    players = getElementsByType ( "player" )
    for playerKey, playerValue in players do
        checkPlayerKeys ( playerValue )
    end
end

-- Called for each player to check if they're pressing shift + q
function checkPlayerKeys ( thePlayer )
    if ( getElementData ( thePlayer, "lshift" ) == 1 and getElementData ( thePlayer, "q" ) == 1 ) then
        outputChatBox ( thePlayer, "Shift + Q pressed!" )
    end
end

See Also