Revision Difference
Input_System#548275
<cat>Code.Input</cat>
<title>Input System</title>
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.
## Client Input Properties
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.
### Supported Types
- float
- int
- bool
- string
- Vector2
- Vector3
- Rotation
- Angles
- Transform
- Entity
- ButtonState
## Help, I'm Upgrading
If you are currently transitioning from the old way of doing things to the new way, here are some pointers:
`Input.Rotation` is gone. In most cases this isn't really needed for games that aren't an FPS. You can implement your own version of this (see [Building Input](Input_System#buildinginput) for a view angles implementation example).
`Input.Forward` and `Input.Left` are gone. These values are basically just `Input.AnalogMove.x` and `Input.AnalogMove.y` respectively, so there's no need to have them.
### Examples
You can checkout the [Sandbox](https://github.com/facepunch/sandbox) gamemode to see how it has been upgraded to this system. Examples include ActiveChild, InputDirection and ViewAngles.
## Building Input
Every frame `BuildInput()` gets called clientside. The static `Input` class can be used to grab raw input data and then use that data to set any properties with the `[ClientInput]` attribute.
```csharp
// 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()
{
InputDirection = Input.AnalogMove;
var look = Input.AnalogLook;
var viewAngles = ViewAngles;
viewAngles += look;
ViewAngles = viewAngles.Normal;
}
```
## Simulate
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).
Within Simulate( Client ) the static [Input](https://asset.party/api/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
// 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();
}
```
### Button State
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; }
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 ( Jump.Pressed )
{
Velocity += Vector3.Up * 100f;
}
}
```
## 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 );
```