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Input_System#547948

<cat>Code.Misc</cat>⤶ <cat>Code.Input</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.SecondaryAttack ) ) { 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 | Controller Default | | ------------------------ | ---------------- |:-------:|:------------------:| | `InputButton.Forward` | `+iv_forward` | W | Unbound ( Analog ) | | `InputButton.Back` | `+iv_back` | S | Unbound ( Analog ) | | `InputButton.Left` | `+iv_left` | A | Unbound ( Analog ) | | `InputButton.Right` | `+iv_right` | D | Unbound ( Analog ) | | `InputButton.Jump` | `+iv_jump` | Space | A | | `InputButton.Duck` | `+iv_duck` | Ctrl | B | | `InputButton.Run` | `+iv_sprint` | Shift | Left Stick Press | | `InputButton.Walk` | `+iv_walk` | Alt | Unbound | | `InputButton.PrimaryAttack` | `+iv_attack` | Mouse1 | RT ( Soft press ) | | `InputButton.SecondaryAttack` | `+iv_attack2` | Mouse2 | LT ( Soft press ) | | `InputButton.Reload` | `+iv_reload` | R | X | | `InputButton.Grenade` | `+iv_grenade` | | | | `InputButton.Drop` | `+iv_drop` | G | | | `InputButton.Use` | `+iv_use` | E | Y | | `InputButton.Flashlight` | `+iv_flashlight` | F | DPAD UP | | `InputButton.View` | `+iv_view` | C | Right Stick Press | | `InputButton.Zoom` | `+iv_zoom` | Mouse3 | Unbound | | `InputButton.Menu` | `+iv_menu` | Q | Pause Button | | `InputButton.Score` | `+iv_score` | Tab | Back Button | | `InputButton.Chat` | `?` | | | | `InputButton.Voice` | `+iv_voice` | V | | | `InputButton.SlotNext` | `+iv_slotnext` | | RB | | `InputButton.SlotPrev` | `+iv_slotprev` | | LB | | `InputButton.Slot1` | `+iv_slot1` | 1 | DPAD LEFT | | `InputButton.Slot2` | `+iv_slot2` | 2 | DPAD RIGHT | | `InputButton.Slot3` | `+iv_slot3` | 3 | DPAD DOWN | | `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 | | <note>You should rely on what the action actually does rather then binding to any specific keys.</note> ## Getting bound keys You can get the key the user has bound to a button with Input.GetButtonOrigin( InputButton), this can be used to prompt the user what key or controller button to press. ```csharp string useButton = Input.GetButtonOrigin( InputButton.Use ); ```