tutorial:keybinds
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tutorial:keybinds [2019/06/17 16:22] – mapping fix draylar | tutorial:keybinds [2023/06/10 12:04] – ↷ Links adapted because of a move operation 83.246.176.125 | ||
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Minecraft handles user input from peripherals such as the keyboard & mouse using key-binds. When you press W your character moves forward, and when you press E your inventory opens. Every keybind can also be configured with the settings menu, so you can make your player move with arrow keys instead of WASD if you so desire. | Minecraft handles user input from peripherals such as the keyboard & mouse using key-binds. When you press W your character moves forward, and when you press E your inventory opens. Every keybind can also be configured with the settings menu, so you can make your player move with arrow keys instead of WASD if you so desire. | ||
+ | |||
+ | This tutorial assumes you have the key bindings API, if not add '' | ||
Adding a key-bind is easy. You'll need to: | Adding a key-bind is easy. You'll need to: | ||
- | * create a FabricKeyBinding object | + | * open or create a Client [[documentation: |
- | * register your key | + | * create a KeyBinding object |
* react to the key being pressed | * react to the key being pressed | ||
+ | |||
+ | See [[https:// | ||
+ | |||
+ | ==== Preparing an Entrypoint ==== | ||
+ | |||
+ | If you already have a Client entrypoint created and you are familiar with how it works, you can safely proceed to the [[#Creating your Keybind|next section]]. Otherwise, stick around for a quick overview! | ||
+ | |||
+ | In order to create a Client entrypoint, we'll need to do a couple of different things to let Fabric know that we intend to specify code that only needs to be executed by the physical client [[tutorial: | ||
+ | |||
+ | <code java[enable_line_numbers=" | ||
+ | /* package */ | ||
+ | /* imports */ | ||
+ | |||
+ | public class ExampleClientEntrypoint implements ClientModInitializer { | ||
+ | | ||
+ | // The KeyBinding declaration and registration are commonly executed here statically | ||
+ | | ||
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | | ||
+ | // Event registration will be executed inside this method | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | So, what are we doing here? Fabric entrypoints for most use cases are designated by implementing a special interface unique to the side or sides that the code in the entrypoint should be run on. For our Client, we simply have our class implement the '' | ||
==== Creating your Keybind ==== | ==== Creating your Keybind ==== | ||
- | Fabric API has a **FabricKeyBinding** object, which makes it easier to create your own **KeyBinding**. | + | Declare one of these in an area of your preference: |
<code java> | <code java> | ||
- | private static | + | private static |
</ | </ | ||
Line 22: | Line 50: | ||
<code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
- | keyBinding = FabricKeyBinding.Builder.create( | + | keyBinding = KeyBindingHelper.registerKeyBinding(new KeyBinding( |
- | | + | |
- | InputUtil.Type.KEYSYM, | + | InputUtil.Type.KEYSYM, |
- | GLFW.GLFW_KEY_R, | + | GLFW.GLFW_KEY_R, |
- | "Wiki Keybinds" | + | "category.examplemod.test" |
- | ).build(); | + | )); |
</ | </ | ||
+ | |||
+ | If you want a sticky key, add '' | ||
| | ||
- | GLFW.GLFW_KEY_R can be replaced with whatever key you want the binding to default to. The category is related to how the keybinding is grouped in the settings page. | + | '' |
+ | ==== Responding to your Keybind ==== | ||
- | ==== Registering your Keybind ==== | + | The code here will print "Key 1 was pressed!" |
- | To register your keybinding, use the **KeybindingRegistry**: | ||
+ | For versions since 1.19: | ||
<code java> | <code java> | ||
- | KeyBindingRegistry.INSTANCE.register(keyBinding); | ||
- | </ | ||
- | | ||
- | If you log in to your game now, you will see your key binding in the settings page. | ||
+ | ClientTickEvents.END_CLIENT_TICK.register(client -> { | ||
+ | while (keyBinding.wasPressed()) { | ||
+ | client.player.sendMessage(Text.literal(" | ||
+ | } | ||
+ | }); | ||
+ | </ | ||
- | ==== Responding to your Keybind ==== | + | For versions below 1.19: |
- | + | ||
- | + | ||
- | Unfortunately, | + | |
<code java> | <code java> | ||
- | ClientTickCallback.EVENT.register(e -> | + | |
- | { | + | ClientTickEvents.END_CLIENT_TICK.register(client |
- | | + | |
+ | client.player.sendMessage(new LiteralText("Key 1 was pressed!" | ||
+ | } | ||
}); | }); | ||
</ | </ | ||
| | ||
- | Keep note that this is entirely client-side. To have the server respond to a keybind, you'll need to send a custom packet and have the server handle it separately. | + |
tutorial/keybinds.txt · Last modified: 2023/12/27 13:14 by 2601:188:cb7c:25a0:19fa:9122:4e5a:fad1