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 indexed by the names of the keys and containing key states as values. 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 keyName, state in pairs(keys) do | |||
outputChatBox ( keyName, 0, 255, 0 ) | |||
end | |||
end | |||
addCommandHandler ( "keys", keysCommand ) | |||
</syntaxhighlight> | |||
==See Also== | |||
{{Client input functions}} |
Latest revision as of 16:43, 19 February 2015
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 indexed by the names of the keys and containing key states as values. 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 keyName, state in pairs(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