GetBoundKeys: Difference between revisions
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===Returns=== | ===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''. | 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 and them states. If no keys are bound or an invalid name was passed, returns ''false''. | ||
==Example== | ==Example== | ||
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end | end | ||
outputChatBox ( "Keys bound to " .. controlName .. ":", 0, 255, 0 ) | outputChatBox ( "Keys bound to " .. controlName .. ":", 0, 255, 0 ) | ||
for | for keyName, state in pairs(keys) do | ||
outputChatBox ( keyName, 0, 255, 0 ) | outputChatBox ( keyName, 0, 255, 0 ) | ||
end | end |
Revision as of 01:09, 26 May 2009
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 and them states. 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