tutorial:keybinds
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| tutorial:keybinds [2020/08/09 20:59] – Updated to new API emmanuelmess | tutorial:keybinds [2025/12/12 16:57] (current) – fix half-finished mojmapping 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 " | + | This tutorial assumes you have the key bindings API, if not add '' |
| Adding a key-bind is easy. You'll need to: | Adding a key-bind is easy. You'll need to: | ||
| - | * create a KeyBinding | + | * open or create a Client [[documentation: |
| + | * create a KeyMapping.Category object | ||
| + | * create a KeyMapping | ||
| * react to the key being pressed | * react to the key being pressed | ||
| - | See [[https:// | + | See [[https:// |
| + | |||
| + | ==== 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: | ||
| + | |||
| + | <code java[enable_line_numbers=" | ||
| + | /* 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 | ||
| + | } | ||
| + | } | ||
| + | </ | ||
| + | |||
| + | 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 '' | ||
| ==== Creating your Keybind ==== | ==== Creating your Keybind ==== | ||
| - | Declare | + | Declare these in an area of your preference: |
| <code java> | <code java> | ||
| - | private static | + | private static |
| + | private static final KeyMapping.Category CATEGORY = KeyMapping.Category.register(ResourceLocation.fromNamespaceAndPath(" | ||
| </ | </ | ||
| - | FabricKeyBinding | + | KeyBindingHelper |
| <code java [enable_line_numbers=" | <code java [enable_line_numbers=" | ||
| - | keyBinding = KeyBindingHelper.registerKeyBinding(new | + | keyBinding = KeyBindingHelper.registerKeyBinding(new |
| - | " | + | |
| - | | + | InputConstants.Type.KEYSYM, |
| - | GLFW.GLFW_KEY_R, | + | |
| - | " | + | CATEGORY |
| )); | )); | ||
| </ | </ | ||
| - | If you want a sticky key, add "() -> true" | + | On versions older than 1.21.9, |
| + | |||
| + | Sticky keys can also be created with '' | ||
| | | ||
| - | 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. | + | '' |
| ==== Responding to your Keybind ==== | ==== Responding to your Keybind ==== | ||
| - | The code here will print "Key 1 was pressed!" | + | The code here will print "Key 1 was pressed!" |
| + | |||
| + | For versions since 1.19: | ||
| <code java> | <code java> | ||
| - | ClientTickCallback.EVENT.register(client -> { | + | ClientTickEvents.END_CLIENT_TICK.register(client -> { |
| - | while (keyBinding.wasPressed()) { | + | |
| - | client.player.sendMessage(new LiteralText("Key 1 was pressed!" | + | |
| - | } | + | } |
| + | }); | ||
| + | </ | ||
| + | |||
| + | For versions below 1.19: | ||
| + | <code java> | ||
| + | |||
| + | ClientTickEvents.END_CLIENT_TICK.register(client -> { | ||
| + | while (keyBinding.consumeClick()) { | ||
| + | | ||
| + | | ||
| }); | }); | ||
| </ | </ | ||
| | | ||
| - | 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.1597006775.txt.gz · Last modified: 2020/08/09 20:59 by emmanuelmess