# Input
This static type provides you with input functionality, the base input system has no events to bind to and supports polling only. It's largely self explanatory with a few possible gotchas.
# Key Reading
There's a number of useful methods that detect keys being pressed down in different ways, all seeming to return a 'bool'. Most common are IsKeyDown
, IsKeyPressed
and IsKeyReleased
You can call them like so: Input.IsKeyDown(InputKey.TheKeyCode)
. See here for a list of all keycodes: link
You can also use the extension methods IsDown
/IsPressed
/IsReleased
as such KeyCode.A.IsPressed()
Below, you may find an in-depth documentation of each.
# Namespace
This page assumes an import like so: using TaleWorlds.InputSystem;
# public static bool Input.IsKeyDown(InputKey key)
This checks to see if the specified [key] is currently being pressed, it returns true as long as the [key] is held down.
Example:
if(Input.IsKeyDown(InputKey.Y))
{
//doSomething
}
# public static bool Input.IsKeyDownImmediate(InputKey key)
This acts as an intermediary check between IsKeyDown
and IsKeyPressed
Example:
if(Input.IsKeyDownImmediate(InputKey.Y))
{
//doSomething
}
# public static bool Input.IsKeyPressed(InputKey key)
This checks to see if the specified [key] has been pressed, it returns a bool once.
Example:
if(Input.IsKeyPressed(InputKey.Y))
{
//doSomething
}
# public static bool Input.IsKeyReleased(InputKey key)
This checks to see if the specified [key] is not currently being pressed, it returns a bool once.
Example:
if(Input.IsKeyReleased(InputKey.Y))
{
//doSomething
}
# To see how one could document the stages of a key using the above 3 methods: example
# public static bool Input.IsControlOrShiftNotDown()
I do not believe there is any other method more self-explanatory than this. Returns true while neither Control or Shift are down.
# public static bool Input.IsPressed(InputKey key)
Checks to see if a they specified [key] is currently pressed. Unlike IsDown, it can be used as Input.IsPressed() but not as an extension.
# public static Vector2 Input.GetKeyState(InputKey key)
Checks and returns the current state of the specified [key] as a Vector2. I am not aware how this can be used.
Example:
using System.Numerics; // WARNING, this assumes the existance of System.Numerics.Vectors.dll,
// which has to be installed manually.
using Taleworlds.InputSystem;
Vector2 test = new Vector2(Input.GetKeyState(InputKey.A));
Vector2 compare = new Vector2(10, 10);
if (Equals(test, compare))
InformationManager.DisplayMessage(new InformationMessage("Help please I'm forced to write this doc!"));
# public static string Input.GetKeyboardText()
Returns the text currently existing in the user's clipboard as a string.
# public static bool Input.IsMouseActive
Checks to see if the mouse is currently active, if so returns true
.
# public static bool Input.IsMouseScrollChanged
Checks to see if the mouse scroll wheel is currently rotating, if so returns true
.
# public static float Input.MouseMoveX
Returns the horizontal position of the mouse as a float.
# public static float Input.MouseMoveY
Returns the vertical position of the mouse as a float.
# Examples
# Monitoring a key's state
protected override void OnApplicationTick(float dt)
{
int x = 0;
int y = 0;
int z = 0;
//If X has been pressed, increment x by 1
if(Input.IsKeyPressed(InputKey.X))
x++;
//For each tick that X is being held down, increment y by 1
if(Input.IsKeyDown(InputKey.X))
y++;
//For each tick that X is untouched, increment z by 1
if(Input.IsKeyReleased(InputKey.X))
z++;
}
# Key Codes
As of Bannerlord 1.2.1 the following key codes are available:
public enum InputKey
{
Invalid,
Escape,
D1,
D2,
D3,
D4,
D5,
D6,
D7,
D8,
D9,
D0,
Minus,
Equals,
BackSpace,
Tab,
Q,
W,
E,
R,
T,
Y,
U,
I,
O,
P,
OpenBraces,
CloseBraces,
Enter,
LeftControl,
A,
S,
D,
F,
G,
H,
J,
K,
L,
SemiColon,
Apostrophe,
Tilde,
LeftShift,
BackSlash,
Z,
X,
C,
V,
B,
N,
M,
Comma,
Period,
Slash,
RightShift,
NumpadMultiply,
LeftAlt,
Space,
CapsLock,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
Numpad7,
Numpad8,
Numpad9,
NumpadMinus,
Numpad4,
Numpad5,
Numpad6,
NumpadPlus,
Numpad1,
Numpad2,
Numpad3,
Numpad0,
NumpadPeriod,
Extended,
F11,
F12,
NumpadEnter,
RightControl,
NumpadSlash,
RightAlt,
NumLock,
Home,
Up,
PageUp,
Left,
Right,
End,
Down,
PageDown,
Insert,
Delete,
ControllerLStick,
ControllerRStick,
LeftMouseButton,
RightMouseButton,
MiddleMouseButton,
X1MouseButton,
X2MouseButton,
MouseScrollUp,
MouseScrollDown,
ControllerLStickUp,
ControllerLStickDown,
ControllerLStickLeft,
ControllerLStickRight,
ControllerRStickUp,
ControllerRStickDown,
ControllerRStickLeft,
ControllerRStickRight,
ControllerLUp,
ControllerLDown,
ControllerLLeft,
ControllerLRight,
ControllerRUp,
ControllerRDown,
ControllerRLeft,
ControllerRRight,
ControllerLBumper,
ControllerRBumper,
ControllerLOption,
ControllerROption,
ControllerLThumb,
ControllerRThumb,
ControllerLTrigger,
ControllerRTrigger,
}