Revision Difference
Input_System#545939
<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 ) )
if ( inputBuilder.Down( InputButton.Attack2 ) )
{
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.GetKeyWithBinding( string ), this can be used to prompt the user what key to press.
```csharp
string useButton = Input.GetKeyWithBinding( "+iv_use" );
```