# 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,
}