GetFunctionsBoundToKey: Difference between revisions

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<section name="Server" class="server" show="true" >
<section name="Server" class="server" show="true" >
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
table getFunctionsBoundToKey ( player thePlayer , string theKey )
table getFunctionsBoundToKey ( player thePlayer, string key, string keyState )
</syntaxhighlight>
</syntaxhighlight>


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*'''thePlayer:''' The player to get the functions from a key.
*'''thePlayer:''' The player to get the functions from a key.
*'''theKey:''' The key you wish to check the functions from.
*'''theKey:''' The key you wish to check the functions from.
*'''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
</section>
</section>
<section name="Client" class="client" show="true" >
<section name="Client" class="client" show="true" >
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
table getFunctionsBoundToKey ( string theKey )
table getFunctionsBoundToKey ( string key, string keyState )
</syntaxhighlight>
</syntaxhighlight>


===Required Arguments===  
===Required Arguments===  
*'''theKey:''' The key you wish to check the functions from.
*'''theKey:''' The key you wish to check the functions from.
*'''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
</section>
</section>


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This loops through all the keys and outputs the keyname and the function bound to that key.
This loops through all the keys and outputs the keyname and the function bound to that key.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function output()
outputChatBox("Hi")
end
bindKey("f2","down",output)


local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",
local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",
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for _,i in ipairs(keyTable)do --loop through keyTable
for _,i in ipairs(keyTable)do --loop through keyTable
for _,v in ipairs(getFunctionsBoundToKey(i))do --loop through the key bounded functions
for _,v in ipairs(getFunctionsBoundToKey(i))do --loop through the key bounded functions
outputChatBox(i..":"..v) --output the keyname and the function bound to it
outputChatBox(i..":"..tostring(v)) --output the keyname and the function bound to it
end
end
end
end

Latest revision as of 15:10, 20 July 2018

Gets the functions bound to a key. To bind a function to a key use the bindKey function

Syntax

Click to collapse [-]
Server
table getFunctionsBoundToKey ( player thePlayer, string key, string keyState )

Required Arguments

  • thePlayer: The player to get the functions from a key.
  • theKey: The key you wish to check the functions from.
  • 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
Click to collapse [-]
Client
table getFunctionsBoundToKey ( string key, string keyState )

Required Arguments

  • theKey: The key you wish to check the functions from.
  • 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

Returns

Returns a table of the key function(s).

Example

Click to collapse [-]
Client

This loops through all the keys and outputs the keyname and the function bound to that key.


local keyTable = { "mouse1", "mouse2", "mouse3", "mouse4", "mouse5", "mouse_wheel_up", "mouse_wheel_down", "arrow_l", "arrow_u",
 "arrow_r", "arrow_d", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k",
 "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z", "num_0", "num_1", "num_2", "num_3", "num_4", "num_5",
 "num_6", "num_7", "num_8", "num_9", "num_mul", "num_add", "num_sep", "num_sub", "num_div", "num_dec", "F1", "F2", "F3", "F4", "F5",
 "F6", "F7", "F8", "F9", "F10", "F11", "F12", "backspace", "tab", "lalt", "ralt", "enter", "space", "pgup", "pgdn", "end", "home",
 "insert", "delete", "lshift", "rshift", "lctrl", "rctrl", "[", "]", "pause", "capslock", "scroll", ";", ",", "-", ".", "/", "#", "\\", "=" }

addCommandHandler("gakf",function()
	for _,i in ipairs(keyTable)do --loop through keyTable
		for _,v in ipairs(getFunctionsBoundToKey(i))do --loop through the key bounded functions
			outputChatBox(i..":"..tostring(v)) --output the keyname and the function bound to it
		end
	end
end)
Click to expand [+]
Server

See Also