GetBoundKeys: Difference between revisions
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{{ | __NOTOC__ | ||
{{Client function}} | |||
Returns a list of key names that are bound to the specified game [[Control names|control]] or console command. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
table getBoundKeys ( string command/control ) | table getBoundKeys ( string command/control ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | |||
*'''command/control:''' the name of a game control or a console command. See the [[control names]] page for valid controls. | |||
===Returns=== | |||
If one or more keys are bound to the specified control or console command, a table is returned containing the names of all the bound keys. If no keys are bound or an invalid name was passed, returns ''false''. | |||
==Example== | |||
This code adds a command handler with which you can check out the keybinds for any game control. As an example, typing "/keys forwards" would list all the keys which you can press to make the player walk forward. | |||
<syntaxhighlight lang="lua"> | |||
function keysCommand ( command, controlName ) | |||
if not controlName then -- make sure they specified a control name | |||
outputChatBox ( "No control name specified", 255, 0, 0 ) | |||
return | |||
end | |||
local keys = getBoundKeys ( controlName ) -- get the keys bound to this control | |||
if not keys then -- make sure the control name is valid and any keys are bound to it | |||
outputChatBox ( "No keys bound to " .. controlName, 255, 0, 0 ) | |||
return | |||
end | |||
outputChatBox ( "Keys bound to " .. controlName .. ":", 0, 255, 0 ) | |||
for i,keyName in ipairs(keys) do | |||
outputChatBox( keyName, 0, 255, 0 ) | |||
end | |||
end | |||
addCommandHandler ( "keys", keysCommand ) | |||
</syntaxhighlight> | |||
==See Also== | |||
{{Client input functions}} |
Revision as of 08:58, 9 June 2008
Returns a list of key names that are bound to the specified game control or console command.
Syntax
table getBoundKeys ( string command/control )
Required Arguments
- command/control: the name of a game control or a console command. See the control names page for valid controls.
Returns
If one or more keys are bound to the specified control or console command, a table is returned containing the names of all the bound keys. If no keys are bound or an invalid name was passed, returns false.
Example
This code adds a command handler with which you can check out the keybinds for any game control. As an example, typing "/keys forwards" would list all the keys which you can press to make the player walk forward.
function keysCommand ( command, controlName ) if not controlName then -- make sure they specified a control name outputChatBox ( "No control name specified", 255, 0, 0 ) return end local keys = getBoundKeys ( controlName ) -- get the keys bound to this control if not keys then -- make sure the control name is valid and any keys are bound to it outputChatBox ( "No keys bound to " .. controlName, 255, 0, 0 ) return end outputChatBox ( "Keys bound to " .. controlName .. ":", 0, 255, 0 ) for i,keyName in ipairs(keys) do outputChatBox( keyName, 0, 255, 0 ) end end addCommandHandler ( "keys", keysCommand )
See Also
- getAnalogControlState
- getBoundKeys
- getCommandsBoundToKey
- getKeyBoundToCommand
- getKeyState
- isCapsLockEnabled
- setAnalogControlState
- Shared
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey