Revision Difference
Input_System#545905
<cat>Code.Misc</cat>⤶
<title>Input System</title>⤶
⤶
Input is part of [The Game Loop](GameLoop), every frame our clients build their input, converting your mouse, keyboard and controller inputs into a **Command** that is sent to the server each tick.⤶
⤶
# Building Input⤶
⤶
Every frame `BuildInput( InputBuilder )` gets called clientside. [InputBuilder](Sandbox.InputBuilder) consists of inputs and outputs that are sent to the server such as InputBuilder.ViewAngles.⤶
⤶
```csharp⤶
// This could be overriding within a Game, Entity or Camera class.⤶
⤶
public override void BuildInput( InputBuilder inputBuilder )⤶
{⤶
// Only set new view angles if right mouse is held⤶
if ( inputBuilder.Down( InputButton.Mouse2 ) )⤶
{⤶
inputBuilder.ViewAngles += inputBuilder.AnalogLook;⤶
inputBuilder.InputDirection = inputBuilder.AnalogMove;⤶
}⤶
}⤶
```⤶
⤶
<warning>You should not use the static class Input within BuildInput, everything should be from the InputBuilder.</warning>⤶
⤶
# Using Input⤶
⤶
After the input is built the values are passed to the Input class both serverside and clientside. [Input](Sandbox.Input) can be used anywhere clientside, however serverside it can only be used in Simulate( Client ).⤶
⤶
## Simulate⤶
⤶
Every tick client's send a **Command** that contains the values constructed from BuildInput. This command then gets simulated in [Game.Simulate( Client )](Sandbox.GameBase.Simulate) for each client.⤶
⤶
Within Simulate( Client ) the static [Input](Sandbox.Input) class contains inputs specific to the currently simulated client, this allows you to run the same code on both the server and client for [Prediction](Prediction).⤶
⤶
```csharp⤶
// This could be overriding within a Game, Entity or Camera class.⤶
⤶
public override void Simulate( Client cl )⤶
{⤶
if ( Input.Pressed( InputButton.Jump ) )⤶
{⤶
Velocity += Vector3.Up * 100.0f;⤶
}⤶
}⤶
```⤶
⤶
# Keys with InputButton⤶
⤶
s&box does not provide raw access to the user's keyboard, instead there is a set of standard bindings your game can make use of.⤶
⤶
## Default Bindings⤶
⤶
| InputButton | Binding | Default |⤶
| ------------------------ | ---------------- |:-------:|⤶
| `InputButton.Attack1` | `+iv_attack` | Mouse1 |⤶
| `InputButton.Attack2` | `+iv_attack2` | Mouse2 |⤶
| `InputButton.Jump` | `+iv_jump` | Space |⤶
| `InputButton.Duck` | `+iv_duck` | Ctrl |⤶
| `InputButton.Forward` | `+iv_forward` | W |⤶
| `InputButton.Back` | `+iv_back` | S |⤶
| `InputButton.Left` | `+iv_left` | A |⤶
| `InputButton.Right` | `+iv_right` | D |⤶
| `InputButton.Use` | `+iv_use` | E |⤶
| `InputButton.Run` | `+iv_sprint` | Shift |⤶
| `InputButton.Walk` | `+iv_walk` | Alt |⤶
| `InputButton.Reload` | `+iv_reload` | R |⤶
| `InputButton.Zoom` | `+iv_zoom` | Mouse3 |⤶
| `InputButton.Score` | `+iv_score` | Tab |⤶
| `InputButton.Drop` | `+iv_drop` | G |⤶
| `InputButton.View` | `+iv_view` | C |⤶
| `InputButton.Menu` | `+iv_menu` | Q |⤶
| `InputButton.Voice` | `+iv_voice` | V |⤶
| `InputButton.Flashlight` | `+iv_flashlight` | F |⤶
| `InputButton.Slot1` | `+iv_slot1` | 1 |⤶
| `InputButton.Slot2` | `+iv_slot2` | 2 |⤶
| `InputButton.Slot3` | `+iv_slot3` | 3 |⤶
| `InputButton.Slot4` | `+iv_slot4` | 4 |⤶
| `InputButton.Slot5` | `+iv_slot5` | 5 |⤶
| `InputButton.Slot6` | `+iv_slot6` | 6 |⤶
| `InputButton.Slot7` | `+iv_slot7` | 7 |⤶
| `InputButton.Slot8` | `+iv_slot8` | 8 |⤶
| `InputButton.Slot9` | `+iv_slot9` | 9 |⤶
| `InputButton.Slot0` | `+iv_slot0` | 0 |⤶
| `InputButton.Cancel` | `?` | ? |⤶
| `InputButton.Alt1 ` | `?` | ? |⤶
| `InputButton.Alt2` | `?` | ? |⤶
| `InputButton.Weapon1` | `?` | ? |⤶
| `InputButton.Weapon2` | `?` | ? |⤶
| `InputButton.LookSpin` | `?` | ? |⤶
| `InputButton.Grenade1` | `?` | ? |⤶
| `InputButton.Grenade2` | `?` | ? |⤶
| `InputButton.Next` | `?` | ? |⤶
| `InputButton.Prev` | `?` | ? |⤶
⤶
## Getting Bound Key⤶
⤶
You can get the key the user has bound to a button with Input.GetKeyBinding( string ), this can be used to prompt the user what key to press.⤶
⤶
```csharp⤶
string useButton = Input.GetKeyBinding( "+iv_use" );⤶
```⤶