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bindings [2012-07-06 08:37] – /* Binding contexts */ skyjake | guide:bindings [2019-11-17 16:24] (current) – skyjake | ||
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+ | ====== Bindings ====== | ||
+ | The bindings subsystem is at the core of the engine' | ||
+ | |||
+ | There are two kinds of bindings: | ||
+ | * [[event_binding|Event bindings]] map a specific input event (such as " | ||
+ | * [[control_binding|Control bindings]] map input device state to player controls. For instance, the state of the Up Arrow key might be bound to the Walk control, which determines if the player is walking forward and backward. | ||
+ | |||
+ | |||
+ | ===== Binding contexts ===== | ||
+ | |||
+ | |||
+ | The bindings subsystem has a stack of binding contexts. Each context contains a set of event and control bindings. The contexts have a fixed priority order and can be activated and deactivated individually. The [[listbcontexts]] command shows you the context stack: | ||
+ | > | ||
+ | 11 binding contexts defined: | ||
+ | [ 0] " | ||
+ | [ 1] " | ||
+ | [ 2] " | ||
+ | [ 3] " | ||
+ | [ 4] " | ||
+ | [ 5] " | ||
+ | [ 6] " | ||
+ | [ 7] " | ||
+ | [ 8] " | ||
+ | [ 9] " | ||
+ | [ 10] " | ||
+ | [ 11] " | ||
+ | |||
+ | When an input event is received from the windowing system, it is offered to each of the active contexts in the order shown above. When a binding is found matching the event, it will not be offered to any further contexts. | ||
+ | |||
+ | Some contexts use special " | ||
+ | |||
+ | Since [[version: | ||
+ | |||
+ | |||
+ | ====== See also ====== | ||
+ | |||
+ | * Console command '' | ||
+ | * Console command '' |