Revision Difference
Input_System#548270
<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.
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# 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.
Input is part of [The Game Loop](https://wiki.facepunch.com/sbox/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.
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## Client Input Properties⤶
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You can mark properties on a [Pawn](https://wiki.facepunch.com/sbox/Pawn) with the `[ClientInput]` attribute. Properties with this attribute are automatically serialized and sent to the server in a Command each tick. Before [Simulate](https://wiki.facepunch.com/sbox/GameLoop#simulate) is called on the client and server these properties are reset to the correct values from the Command.
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### Supported Types⤶
⤶
- float⤶
- int⤶
- bool⤶
- string⤶
- Vector2⤶
- Vector3⤶
- Rotation⤶
- Angles⤶
- Transform⤶
- Entity⤶
- ButtonState⤶
⤶
## Building Input⤶
⤶
Every frame `BuildInput()` gets called clientside. The `Input` class can be used to grab raw input data and then use that data to set any properties with the `[ClientInput]` attribute.⤶
```csharp
// This could be overriding within a Game, Entity or Camera class.
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public override void BuildInput( InputBuilder inputBuilder )
// An example BuildInput method within a player's Pawn class.
[ClientInput] public Vector3 InputDirection { get; protected set; }
[ClientInput] public Angles ViewAngles { get; set; }⤶
⤶
public override void BuildInput()⤶
{
// Only set new view angles if right mouse is held⤶
if ( inputBuilder.Down( InputButton.SecondaryAttack ) )
{
inputBuilder.ViewAngles += inputBuilder.AnalogLook;
inputBuilder.InputDirection = inputBuilder.AnalogMove;
}⤶
InputDirection = Input.AnalogMove;⤶
⤶
var look = Input.AnalogLook;
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var viewAngles = ViewAngles;
viewAngles += look;
ViewAngles = viewAngles.Normal;
}
```
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<warning>You should not use the static class Input within BuildInput, everything should be from the InputBuilder.</warning>⤶
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# Using Input⤶
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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.
Every tick clients send a **Command** that contains the values constructed from BuildInput. This command then gets simulated in `Game.Simulate( Client )` 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.
// An example Simulate method within a player's Pawn class.
public override void Simulate( Client cl )
{⤶
if ( Input.Pressed( InputButton.Jump ) )⤶
{⤶
Velocity += Vector3.Up * 100f;⤶
}⤶
⤶
Velocity += InputDirection * 400f;⤶
Rotation = ViewAngles.ToRotation();⤶
}⤶
```⤶
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### Button State⤶
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A `[ClientInput]` property can also be a `ButtonState`. This struct lets you treat an input as if it were a button, so that in Simulate you can get whether it was "pressed" or "released" or whether it is "down". This can make stuff like couch co-op easier.⤶
⤶
```csharp⤶
[ClientInput] public ButtonState Jump { get; set; }⤶
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public override void BuildInputs()⤶
{⤶
if ( IsPlayerOne )⤶
Jump = Input.Down( InputButton.Jump );⤶
else if ( IsPlayerTwo )⤶
Jump = Input.Down( InputButton.Drop );⤶
}⤶
⤶
public override void Simulate( Client client )⤶
{
if ( Input.Pressed( InputButton.Jump ) )
{
Velocity += Vector3.Up * 100.0f;
}
if ( Jump.Pressed )
{
Velocity += Vector3.Up * 100f;
}
}
```
⤶
# Keys with InputButton
⤶
## 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.
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## Default Bindings
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### 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.
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### 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 );
```