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Input_System#549687

<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) or [Entity Component](https://wiki.facepunch.com/sbox/Entity_Components) attached to 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.⤶ 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.⤶ ⤶ # Actions⤶ ⤶ To convert inputs from your keyboard, mouse and controller into the game we have a system called Actions.⤶ ⤶ You can edit your actions in your Project Settings.⤶ ⤶ <upload src="1/8db41a83ec8a45f.png" size="98728" name="image.png" />⤶ ⤶ ## Using Actions⤶ ⤶ The Input class has a number of methods to help you use Actions.⤶ ```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() ⤶ //⤶ // view button was just pressed this tick⤶ //⤶ if ( Input.Pressed( "view" ) ) { InputDirection = Input.AnalogMove;⤶ ⤶ var look = Input.AnalogLook;⤶ ⤶ var viewAngles = ViewAngles;⤶ viewAngles += look;⤶ ViewAngles = viewAngles.Normal;⤶ // open a menu⤶ } ```⤶ ⤶ ## 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](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 )⤶ ⤶ //⤶ // attack1 button is down⤶ //⤶ if ( Input.Down( "attack1" ) ) { if ( Input.Pressed( InputButton.Jump ) )⤶ {⤶ Velocity += Vector3.Up * 100f;⤶ }⤶ ⤶ Velocity += InputDirection * 400f;⤶ Rotation = ViewAngles.ToRotation();⤶ // open a menu⤶ } ```⤶ ⤶ ### 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()⤶ ⤶ //⤶ // the jump button was just released this tick⤶ //⤶ if ( Input.Released( "jump" ) )⤶ { if ( IsPlayerOne )⤶ Jump = Input.Down( InputButton.Jump );⤶ else if ( IsPlayerTwo )⤶ Jump = Input.Down( InputButton.Drop );⤶ // open a menu⤶ } ⤶ 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 );⤶ ```⤶ ⤶ ⤶ ⤶ ## When To Use Actions⤶ ⤶ On the client you can use the `Input` methods anywhere. ⤶ ⤶ On the server you should only call Input during a `Simulate` call on a pawn. In this instance the `Input` will return the correct values for the owner of that pawn.⤶ ⤶ ⤶ # AnalogMove⤶ ⤶ `Input.AnalogMove` is generated automatically from controller input and any actions you have named "forward", "backward", "left" and "right". ⤶ ⤶ This is a `Vector3` representing the move input.⤶ ⤶ You can safely use this for something like player movement input but you should sanity check it first. For example, you might want to normalize it.⤶ ⤶ # AnalogLook⤶ ⤶ `Input.AnalogLook` is generated automatically from controller and mouse input.⤶ ⤶ This represents the view angles. This could be used in something like a first person shooter to represent the eye angles or rotation of an entity.⤶