2025-11-16 14:29:03 +03:00

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# *input* library
```lua
input.keycode(keyname: str) --> int
```
Returns key code or -1 if unknown
```lua
input.mousecode(mousename: str) --> int
```
Returns mouse button code or -1 if unknown
```lua
input.add_callback(
-- Binding name
bindname: str,
-- Handler
callback: function
-- UI element that owns the handler (responsible for the handler's lifetime)
[optional] owner: Element,
-- Ignore input capture by UI elements
[optional] istoplevel: bool
)
```
Add binding activation callback. Example:
```lua
input.add_callback("hud.inventory", function ()
print("Inventory open key pressed")
end)
```
Callback may be added to a key.
```lua
input.add_callback("key:space", function ()
print("Space pressed")
end)
```
You can also bind the function lifetime to the UI container instead of the HUD.
In that case, `input.add_callback` may be used until the `on_hud_open` is called.
```lua
input.add_callback("key:escape", function ()
print("NO")
return true -- prevents previously assigned functions from being called
end, document.root)
```
```lua
input.get_mouse_pos() --> {int, int}
```
Returns cursor screen position.
```lua
input.get_mouse_delta() --> {int, int}
```
Returns cursor movement delta.
```lua
input.get_bindings() --> strings array
```
Returns all binding names.
```lua
input.get_binding_text(bindname: str) --> str
```
Returns text representation of button by binding name.
```lua
input.is_active(bindname: str) --> bool
```
Checks if the binding is active.
```lua
input.set_enabled(bindname: str, flag: bool)
```
Enables/disables binding until leaving the world.
```lua
input.is_pressed(code: str) --> bool
```
Checks input activity using a code consisting of:
- input type: *key* or *mouse*
- input code: [key name](#key names) or mouse button name (left, middle, right)
Example:
```lua
if input.is_pressed("key:enter") then
...
end
```