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tutorial:keybinds [2020/06/13 13:22] shedanieltutorial:keybinds [2025/10/22 16:50] (current) – revert that codeblock cassiancc
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 Minecraft handles user input from peripherals such as the keyboard & mouse using key-binds. When you press W your character moves forward, and when you press E your inventory opens. Every keybind can also be configured with the settings menu, so you can make your player move with arrow keys instead of WASD if you so desire. Minecraft handles user input from peripherals such as the keyboard & mouse using key-binds. When you press W your character moves forward, and when you press E your inventory opens. Every keybind can also be configured with the settings menu, so you can make your player move with arrow keys instead of WASD if you so desire.
 +
 +This tutorial assumes you have the key bindings API, if not add ''%%"fabric-key-binding-api-v1": "*"%%'' to the ''%%"depends"%%'' block in your [[documentation:fabric_mod_json_spec|fabric.mod.json]] file.
  
 Adding a key-bind is easy. You'll need to: Adding a key-bind is easy. You'll need to:
 +  * open or create a Client [[documentation:entrypoint]]
 +  * create a Keybinding.Category object
   * create a KeyBinding object   * create a KeyBinding object
-  * register your key 
   * react to the key being pressed   * react to the key being pressed
  
 +
 +See [[https://github.com/FabricMC/fabric/blob/1.21.10/fabric-key-binding-api-v1/src/testmodClient/java/net/fabricmc/fabric/test/client/keybinding/KeyBindingsTest.java|here]] for an updated example.
 +
 +==== Preparing an Entrypoint ====
 +
 +If you already have a Client entrypoint created and you are familiar with how it works, you can safely proceed to the [[#Creating your Keybind|next section]]. Otherwise, stick around for a quick overview!
 +
 +In order to create a Client entrypoint, we'll need to do a couple of different things to let Fabric know that we intend to specify code that only needs to be executed by the physical client [[tutorial:side]]. We'll make a quick example class called ''ExampleClientEntrypoint'', but usually the common practice would be to name the class "YourModName" followed by "Client", e.g. ''YoYoDeleriumClient'' or ''HappySheepHammocksClient''. Let's take a look at the code, and then we'll explain what's happening:
 +
 +<code java[enable_line_numbers="true"]>
 +/* package */
 +/* imports */
 +
 +public class ExampleClientEntrypoint implements ClientModInitializer {
 +    
 +    // The KeyBinding declaration and registration are commonly executed here statically
 +    
 +    @Override
 +    public void onInitializeClient() {
 +        
 +        // Event registration will be executed inside this method
 +    }
 +}
 +</code>
 +
 +So, what are we doing here? Fabric entrypoints for most use cases are designated by implementing a special interface unique to the side or sides that the code in the entrypoint should be run on. For our Client, we simply have our class implement the ''ClientModInitializer'' interface. The interface requires us to ''@Override'' a single method, ''onInitializeClient''. It is in this method (and the equivalents from the other entrypoints respectively) that we will often call methods provided by the Fabric API for easily registering and adding some of the objects and behaviors that we may wish to have in our mod. Of course, we'll also need to update our ''fabric.mod.json'' to include our newly created entrypoint, so be sure to consult the [[documentation:entrypoint|entrypoints page]] if you need a refresher on that process.
  
 ==== Creating your Keybind ==== ==== Creating your Keybind ====
  
-Declare one of these in an area of your preference:+Declare these in an area of your preference:
  
 <code java> <code java>
 private static KeyBinding keyBinding; private static KeyBinding keyBinding;
 +private static final KeyBinding.Category CATEGORY = KeyBinding.Category.create(Identifier.of("examplemod", "test"));
 </code> </code>
  
-FabricKeyBinding has a Builder for initialization. It takes in an Identifier, InputUtil.Type, key code, and binding category:+KeyBindingHelper has a Builder for initialization. It takes in an Identifier, InputUtil.Type, key code, and KeyBinding.Category:
  
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
-keyBinding = new KeyBinding(+keyBinding = KeyBindingHelper.registerKeyBinding(new KeyBinding(
     "key.examplemod.spook", // The translation key of the keybinding's name     "key.examplemod.spook", // The translation key of the keybinding's name
     InputUtil.Type.KEYSYM, // The type of the keybinding, KEYSYM for keyboard, MOUSE for mouse.     InputUtil.Type.KEYSYM, // The type of the keybinding, KEYSYM for keyboard, MOUSE for mouse.
     GLFW.GLFW_KEY_R, // The keycode of the key     GLFW.GLFW_KEY_R, // The keycode of the key
-    "category.examplemod.test" // The translation key of the keybinding's category. +    CATEGORY // The category of the key - you'll need to add a translation for this! 
-);+     
 +));
 </code> </code>
-   
-GLFW.GLFW_KEY_R can be replaced with whatever key you want the binding to default to. The category is related to how the keybinding is grouped in the settings page. 
  
-==== Configuring your Keybind'Category ====+On versions older than 1.21.9, you would substitute your Keybinding.Category for the translation key of the keybinding'category, e.g. "category.examplemod.test"
  
-Fabric will automatically register the keybinding'category on keybinding's registration.+Sticky keys can also be created with ''KeyBindingHelper''. In vanilla, the sneak and sprint keys act as sticky keys when they are set to 'Sneak: Toggle' and 'Sprint: Toggle' respectively. If a key binding should always act as a sticky key, then pass ''() -> true'' as the final parameter. 
 +   
 +''GLFW.GLFW_KEY_R'' can be replaced with whatever key you want the binding to default to. The category is related to how the keybinding is grouped in the settings page.
  
-==== Registering your Keybind ====+==== Responding to your Keybind ====
  
-To register your keybinding, register using the **KeyBindingHelper****in the client mod initializer**:+The code here will print "Key 1 was pressed!" ingame. Keep note that this is entirely client-side. To have the server respond to a keybindyou'll need to send a custom packet and have the server handle it separately.
  
 +
 +For versions since 1.19:
 <code java> <code java>
-KeyBindingHelper.registerKeyBinding(keyBinding);+ 
 +ClientTickEvents.END_CLIENT_TICK.register(client -> { 
 +    while (keyBinding.wasPressed()) { 
 + client.player.sendMessage(Text.literal("Key 1 was pressed!"), false); 
 +    } 
 +});
 </code> </code>
-   
-If you log in to your game now, you will see your key binding in the settings page. 
- 
- 
-==== Responding to your Keybind ==== 
- 
-Unfortunately, there's no clear-cut way to respond to a keybinding. Most would agree the best way is to hook into the client tick event: 
  
 +For versions below 1.19:
 <code java> <code java>
-ClientTickCallback.EVENT.register(-> + 
-+ClientTickEvents.END_CLIENT_TICK.register(client -> { 
-    while (keyBinding.wasPressed()) System.out.println("was pressed!");+    while (keyBinding.wasPressed()) 
 + client.player.sendMessage(new LiteralText("Key 1 was pressed!"), false); 
 +    }
 }); });
 </code> </code>
      
-Keep note that this is entirely client-side. To have the server respond to a keybind, you'll need to send a custom packet and have the server handle it separately.+
tutorial/keybinds.1592054522.txt.gz · Last modified: 2020/06/13 13:22 by shedaniel