keybinds - MSUTeam/MSU GitHub Wiki
- Description
- Info
- Keybind
- getKeybind
- Update Keybind Key Combination
- Add a divider
- Add a title
- Check Key Combination Status
- Example
- Key Reference
This system allows a mod to easily add a user-configurable function to be run when a user presses a specific key-combination, or to detect if a certain key-combination is pressed. It works closely with the Mod Settings system to make the keybinds modifiable.
A key combination is a group of keys
which will run the keybind function when pressed.
Key combinations are handled as a string in the form:
"key1+key2+key3"
where key1...keyX
are the keys that need to be pressed
simultaneously for the function to be executed.
The number of keys is completely arbitrary.
Key combinations are usually handled as a group,
since any keybind can have any number of key combinations
that will call the function in the keybind.
These are then passed in the form "keycombination1/keycombination2"
,
where a keycombinationX
is a combination of keys as described above.
local keyCombinations = "ctrl+c/ctrl+a/shift+alt+a";
The game has 3 distinct game states,
Squirrel keybinds can be set up to be call on any of the game states
by passing any combination of the below states separate by a |
.
::MSU.Key.State.World
This is the state the game is in while the player is on the map.
::MSU.Key.State.Tactical
This is the state the game is in during player combat.
::MSU.Key.State.MainMenu
This is the state the game is in while no campaign has been loaded.
::MSU.Key.State.All
A convenience key to be used instead of
::MSU.Key.State.World | ::MSU.Key.State.Tactical | ::MSU.Key.State.MainMenu
This is the point during a keypress that the squirrel keybind will be called.
These can also be passed as |
separate keys like game states.
::MSU.Key.KeyState.Press
Will call the keybind when the appropriate key combination is first pressed.
::MSU.Key.KeyState.Release
Will call the keybind when the player releases any key after pressing the key combination.
::MSU.Key.KeyState.Continuous
Will call the keybind every frame the key combination is pressed.
MSU has 2 types of keybinds, these each have their own functions as described below. In the vast majority of circumstances, a modder should probably use a Squirrel Keybind which calls squirrel code when an appropriate key combination is pressed. For a Javascript Keybind, the keybind has to be defined in squirrel code, and the system just acts as a way to verify if the right key combination is being pressed.
<Mod>.Keybinds.addSQKeybind( _id, _keyCombinations, _state, _function, _name = null, _keyState = null, _description = "" )
// returns the newly created keybind of class ::MSU.Class.KeybindSQ
// _id, _keyCombinations, _name, _description are strings
// _state is an entry in ::MSU.Key.State
// _function is a function
// _keyState is an entry in ::MSU.Key.KeyState
_id
must be unique for all Keybinds and Settings Elements in the mod.
_keyCombinations
is the default set of Key Combinations
that the keybind will be usable with
_state
is a Game State
_name
is an optional user facing name that defaults to _id
and will be used to generate a keybind setting.
_function
is the function that will be called when the keybind is pressed.
In the function this
will be whatever state the game is currently in.
_keyState
is a Key State, defaults to ::MSU.Key.KeyState.Release
_description
is the description for the mod setting that will be generated
Adds a Squirrel keybind that will call _function
when any key combination in _keyCombinations
is in the correct _keyState
and the game is in the game state _state
.
<Keybind>.setBypassInputDenied( _bool )
By default, MSU SQ keybinds do not trigger when a JS input
or textarea
element is focused.
The point of this is to avoid the keybind triggering while the user is typing in something like a name setter text element.
This behavior can be enabled or disabled for individual SQ keys with the member setBypassInputDenied
.
The corresponding property BypassInputDenied
is initialized to false
.
Key input denial can be entirely disabled with the MSU mod setting with the ID blockSQInput
, found under the General
page.
This should only be done in extreme cases and should be seen as a failsave.
<Mod>.Keybinds.addPassiveKeybind( _id, _keyCombinations, _name = null, _description = "")
// returns the newly created keybind of class ::MSU.Class.KeybindSQPassive
// _id, _keyCombinations, _name, _description are strings
_id
must be unique for all Keybinds and Settings Elements in the mod.
_keyCombinations
is the default set of Key Combinations that the keybind will be usable with
_name
is an optional user facing name that defaults to _id
and will be used to generate a keybind setting.
_description
is the description for the Mod Setting that will be generated
Will do nothing, should be used with isKeybindPressed
to check if it is pressed.
<Mod>.Keybinds.addJSKeybind( _id, _keyCombinations, _name = null, _description = "" )
// returns the newly created keybind of class ::MSU.Class.KeybindJS
// _id, _keyCombinations, _name and _description are all strings
_id
must be unique for all Keybinds and Settings Elements in the mod.
_keyCombinations
is the default set of Key Combinations
that the keybind will be usable with
_name
is an optional user facing name that defaults to _id
and will be used to generate a keybind setting.
_description
is the description for the mod setting that will be generated
Adds a Javascript 'keybind' in that it allows javascript code to check if any of the key combinations are pressed by checking
MSU.Keybinds.isMousebindPressed(_modID, _id, _event)
// if the final key being pressed is a mouse button or
MSU.Keybinds.isKeybindPressed(_modID, _id, _event)
// if the final key being pressed is a key.
// _modID, _id are strings
// _event is the event passed to an eventlistener
_modID
is the id of your mod passed to MSU
_id
is the id of the keybind
These function should be called inside an eventListener,
and therefore _event
is the parameter that such a callback should have
as described on the MDN Web Docs.
<Mod>.Keybinds.getKeybind( _id )
// _id is a string
Returns the keybind object of your mod with the id _id
.
<keybind>.getKeyCombinations()
Returns the key combinations of this keybind as a string e.g. "h / k".
<keybind>.getKeyCombinationsCapitalized()
Returns the key combinations of this keybind as a string where the first letter of each key is capitalized e.g. "H / K".
<Mod>.Keybinds.update( _id, _keyCombinations )
// _id and _keycombinations are strings
_id
is the id of the keybind to update
_keyCombinations
is the a set of key combinations
Changes the key combinations used for the Keybind to
_keyCombinations
<Mod>.Keybinds.addDivider( _id )
// _id is a string
_id
must be unique for all Keybinds and Settings Elements in the mod.\
Adds a Settings Divider to the keybinds page in the mod's mod settings to allow for better organization of keybinds.
<Mod>.Keybinds.addTitle( _id, _name )
// _id and _name are strings
_id
must be unique for all Keybinds and Settings Elements in the mod.
_name
will be displayed as the title.
Adds a Settings Divider to the keybinds page in the mod's mod settings to allow for better organization of keybinds.
<Mod>.Keybinds.isKeybindPressed(_id)
// _id is a string
_id
is the id of the keybind to check\
Returns true
if the Keybind with _id
is currently being held down, false
otherwise.
Enable the keybindsLog
setting in the MSU modsettings to log a variety of debug messages, such as the pressed key and the final key combination.
local mymod = ::MSU.Class.Mod("myID", "1.0.0", "Pretty Name");
// Create a mod
mymod.Keybinds.addSQKeybind("printHi", "shift+a", ::MSU.Key.State.MainMenu | ::MSU.Key.State.World, function()
{
::logInfo("hi");
}, "Print Hi", ::MSU.Key.KeyState.Pressed);
// add a keybind that prints "hi" when shift+a are clicked by default
mymod.Keybinds.update("printHi", "ctrl+x/shift+a");
// make ctrl+x an available key combination for the keybind
The values for the tables below are what a key combination can use
separated by +
characters
MouseMapSQ = {
"1" : "leftclick",
"2" : "rightclick",
},
KeyMapSQ = {
"1" : "1",
"2" : "2",
"3" : "3",
"4" : "4",
"5" : "5",
"6" : "6",
"7" : "7",
"8" : "8",
"9" : "9",
"10" : "0",
"11" : "a",
"12" : "b",
"13" : "c",
"14" : "d",
"15" : "e",
"16" : "f",
"17" : "g",
"18" : "h",
"19" : "i",
"20" : "j",
"21" : "k",
"22" : "l",
"23" : "m",
"24" : "n",
"25" : "o",
"26" : "p",
"27" : "q",
"28" : "r",
"29" : "s",
"30" : "t",
"31" : "u",
"32" : "v",
"33" : "w",
"34" : "x",
"35" : "y",
"36" : "z",
"37" : "backspace",
"38" : "tab",
"39" : "enter",
"40" : "space",
"41" : "escape",
"44" : "end",
"45" : "home",
"46" : "pagedown",
"47" : "pageup",
"48" : "left",
"49" : "up",
"50" : "right",
"51" : "down",
"53" : "insert",
"54" : "delete",
"55" : "n0", // numpad keys
"56" : "n1",
"57" : "n2",
"58" : "n3",
"59" : "n4",
"60" : "n5",
"61" : "n6",
"62" : "n7",
"63" : "n8",
"64" : "n9",
/*
While technically present, these keys are unreliable
"66" : "*",
"67" : "+",
"68" : "-",
"70" : "/",
*/
"71" : "f1",
"72" : "f2",
"73" : "f3",
"74" : "f4",
"75" : "f5",
"76" : "f6",
"77" : "f7",
"78" : "f8",
"79" : "f9",
"80" : "f10",
"81" : "f11",
"82" : "f12",
"83" : "f13",
"84" : "f14",
"85" : "f15",
"86" : "f16",
"87" : "f17",
"88" : "f18",
"89" : "f19",
"90" : "f20",
"91" : "f21",
"92" : "f22",
"93" : "f23",
"94" : "f24",
"95" : "ctrl",
"96" : "shift",
"97" : "alt"
}