Modded Keybinding – Arma 3
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{{TOC|side}} | {{TOC|side}} | ||
As of {{GVI|arma3|2.06}}, mods are able to define keys that can be bound by the user in the keybindings. | As of {{GVI|arma3|2.06}}, mods are able to define keys that can be bound by the user in the keybindings. | ||
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onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value. | onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value. | ||
analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01). | analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01). | ||
modifierBlocking = 1; // Whether this action would block other actions if the assigned key has modifier keys on it. (Since Arma 2.12) | |||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Key Combination Enumerations == | == Key Combination Enumerations == | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
// Secondary combo types: | // Secondary combo types: | ||
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#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button | #define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button | ||
#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV | #define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV | ||
#define INPUT_DEVICE_COMBO_XI 0x00900000 // | #define INPUT_DEVICE_COMBO_XI 0x00900000 // Xbox controller (XInput) | ||
// Main combo types: | // Main combo types: | ||
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#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis | #define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis | ||
#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV | #define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV | ||
#define INPUT_DEVICE_MAIN_XI 0x00070000 // | #define INPUT_DEVICE_MAIN_XI 0x00070000 // Xbox controller (XInput) | ||
#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device | #define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device | ||
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}; | }; | ||
#define INPUT_DOUBLE_TAP_OFFSET | #define INPUT_DOUBLE_TAP_OFFSET 0x100 // Offset for double click (used as mask) | ||
#define MOUSE_CLICK_OFFSET | #define MOUSE_CLICK_OFFSET 0x80 // Offset for mouse button click (compared to hold) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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TRACK_X = 3, // Left / right move | TRACK_X = 3, // Left / right move | ||
TRACK_Y = 4, // Up / down move | TRACK_Y = 4, // Up / down move | ||
TRACK_Z = 5 | TRACK_Z = 5 // Forward / backward move | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Adding a new key == | == Adding a new key == | ||
=== Defining a new action in CfgUserActions === | === Defining a new action in CfgUserActions === | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class CfgUserActions | class CfgUserActions | ||
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}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{Feature| | {{Feature|warning| | ||
If the key code is large enough, for example {{hl|0x1D130023}} ({{Controls|Ctrl|H}}), then adding values may lead to a wrong result due to rounding errors (see {{Link|Number#Floating-point Precision}}). | |||
As such, it is recommended to do the calculation manually and use that value instead. | |||
}} | |||
=== Adding a keybind to the keybind options dialog === | === Adding a keybind to the keybind options dialog === | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
class UserActionGroups | class UserActionGroups | ||
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name = "Mod Section"; // Display name of your category. | name = "Mod Section"; // Display name of your category. | ||
isAddon = 1; | isAddon = 1; | ||
group[] = {"TAG_MyActionName"}; | group[] = { "TAG_MyActionName" }; // List of all actions inside this category. | ||
}; | }; | ||
}; | }; | ||
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=== Setting up a collision group (optional) === | === Setting up a collision group (optional) === | ||
Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings: | Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings: | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
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class ActionGroups | class ActionGroups | ||
{ | { | ||
TAG_MyActionGroup[] = {"TAG_MyActionName"}; | TAG_MyActionGroup[] = { "TAG_MyActionName" }; | ||
}; | }; | ||
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{ | { | ||
// Add your group to an existing collision group: | // Add your group to an existing collision group: | ||
carMove[] += {"TAG_MyActionGroup"}; | carMove[] += { "TAG_MyActionGroup" }; | ||
// Or alternatively add your own collision group (which is usually preferrable): | // Or alternatively add your own collision group (which is usually preferrable): | ||
TAG_MyActionGroupCollisions[] = {"basic", "vehBasic", "HeadMove", "TAG_MyActionGroup"}; | TAG_MyActionGroupCollisions[] = { "basic", "vehBasic", "HeadMove", "TAG_MyActionGroup" }; | ||
}; | }; | ||
}; | }; | ||
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== Scripted Event Handlers == | == Scripted Event Handlers == | ||
< | |||
<sqf> | |||
addUserActionEventHandler ["ReloadMagazine", "Activate", { | |||
}];</ | systemChat "Reloading!"; | ||
removeUserActionEventHandler ["ReloadMagazine", "Activate", _thisEventHandler]; | |||
}]; | |||
</sqf> | |||
The persistence of these EHs is the same as that of [[Arma 3: Mission Event Handlers|Mission Event Handlers]] - they are scoped per mission and get removed when the mission ends. | The persistence of these EHs is the same as that of [[Arma 3: Mission Event Handlers|Mission Event Handlers]] - they are scoped per mission and get removed when the mission ends. | ||
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== Additional documentation on key bitflags (CfgDefaultKeysPresets) == | == Additional documentation on key bitflags (CfgDefaultKeysPresets) == | ||
{{ | {{Feature|informative| | ||
{{ | * See also [[DIK KeyCodes]] | ||
* The format is as follows (here for {{Controls|Ctrl|W}} with a value of {{hl|487784465}}, hexadecimal {{hl|0x1D130011}}): | |||
: {{{!}} class{{=}}"wikitable align-center" | |||
! Value | |||
{{!}} 0x | |||
{{!}} 1D | |||
{{!}} 13 | |||
{{!}} 00 | |||
{{!}} 11 | |||
{{!}}- | |||
! Title | |||
{{!}} hexPrefix | |||
{{!}} comboKB | |||
{{!}} deviceType | |||
{{!}} doubleTapInfo | |||
{{!}} keyId | |||
{{!}}- | |||
! Translated | |||
{{!}} rowspan{{=}}"2" {{n/a}} | |||
{{!}} {{hl|DIK_LCONTROL}} | |||
{{!}} {{hl|INPUT_DEVICE_COMBO_KB}} + {{hl|INPUT_DEVICE_MAIN_KB}} | |||
{{!}} 0 | |||
{{!}} DIK_W | |||
{{!}}- | |||
! Details | |||
{{!}} combo keyboard key (second key of a combo is always keyboard) | |||
{{!}} device type of first key (joystick, mouse, KB, ...)<br>or in case of combo, first half secondary combo type, second half main combo type | |||
{{!}} offset for joysticks or double tap info for keyboard | |||
{{!}} key/button/axis identification | |||
{{!}}} | |||
}} | |||
<sqf> | |||
// dik = 0xAABBCCDD | |||
// BBCCDD = whole info about first key | |||
// CCDD = button info (doubleTap or joyID + btnID) | |||
// DD = button local ID | |||
</sqf> | |||
; Example for {{ | ; Example for {{Controls|A|2×B}} | ||
DIK_A = 0x1E, DIK_B = 0x30 | DIK_A = 0x1E, DIK_B = 0x30 | ||
Combined code = 0x1E130130 | Combined code = 0x1E130130 | ||
combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30) | combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30) | ||
; Example for {{ | ; Example for {{Controls|A|MMB}} | ||
DIK_A = 0x1E, middle mouse hold = 0x2 | DIK_A = 0x1E, middle mouse hold = 0x2 | ||
Combined code 0x1E110002 | Combined code 0x1E110002 | ||
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Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1) | Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1) | ||
; Example for {{ | ; Example for {{Controls|LMB|MMB}} | ||
MOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2 | MOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2 | ||
Combined code 0x02310000 | Combined code 0x02310000 | ||
Combo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB | Combo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB (3), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_LEFT (0) | ||
{{GameCategory|arma3|Editing}} | {{GameCategory|arma3|Editing}} | ||
[[Category:Introduced with | [[Category:Introduced with Arma 3 version 2.06]] |
Latest revision as of 20:34, 3 April 2024
As of 2.06, mods are able to define keys that can be bound by the user in the keybindings.
class CfgUserActions
{
class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
{
displayName = "";
tooltip = "";
onActivate = "['TAG_MyActionName', true] call TAG_fnc_MyHandler"; // _this is always true.
onDeactivate = "['TAG_MyActionName', false] call TAG_fnc_MyHandler"; // _this is always false.
onAnalog = "['TAG_MyActionName', _this] call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.01; // Minimum change required to trigger the onAnalog EH (default: 0.01).
modifierBlocking = 1; // Whether this action would block other actions if the assigned key has modifier keys on it. (Since Arma 2.12)
};
};
Key Combination Enumerations
// Secondary combo types:
#define INPUT_DEVICE_COMBO_KB 0x00100000 // Keyboard button (key)
#define INPUT_DEVICE_COMBO_MB 0x00300000 // Mouse button
#define INPUT_DEVICE_COMBO_JB 0x00500000 // Joystick button
#define INPUT_DEVICE_COMBO_JP 0x00600000 // Joystick POV
#define INPUT_DEVICE_COMBO_XI 0x00900000 // Xbox controller (XInput)
// Main combo types:
#define INPUT_DEVICE_MAIN_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_MAIN_MA 0x00020000 // Mouse axis
#define INPUT_DEVICE_MAIN_KB 0x00030000 // Keyboard button (key)
#define INPUT_DEVICE_MAIN_JB 0x00040000 // Joystick button
#define INPUT_DEVICE_MAIN_JA 0x00050000 // Joystick axis
#define INPUT_DEVICE_MAIN_JP 0x00060000 // Joystick POV
#define INPUT_DEVICE_MAIN_XI 0x00070000 // Xbox controller (XInput)
#define INPUT_DEVICE_MAIN_TR 0x00080000 // Movement tracking device
// Device types:
#define INPUT_DEVICE_SOLO_KB 0x00000000 // Keyboard button (key)
#define INPUT_DEVICE_SOLO_MB 0x00010000 // Mouse button
#define INPUT_DEVICE_SOLO_JB 0x00020000 // Stick button
#define INPUT_DEVICE_SOLO_JA 0x00030000 // Stick axis
#define INPUT_DEVICE_SOLO_JP 0x00040000 // Stick POV
#define INPUT_DEVICE_SOLO_XI 0x00050000 // XInput device
#define INPUT_DEVICE_SOLO_TR 0x00080000 // EyeXTracker, TrackIR, FreeTrack, ... exclusive, in this preference
#define INPUT_DEVICE_SOLO_MA 0x00100000 // Mouse axis
enum MouseButtons
{
MOUSE_BUTTONS_LEFT = 0,
MOUSE_BUTTONS_RIGHT = 1,
MOUSE_BUTTONS_MIDDLE = 2,
MOUSE_BUTTONS_CUSTOM_1 = 3,
MOUSE_BUTTONS_CUSTOM_2 = 4,
MOUSE_BUTTONS_CUSTOM_3 = 5,
MOUSE_BUTTONS_CUSTOM_4 = 6,
MOUSE_BUTTONS_CUSTOM_5 = 7
};
#define INPUT_DOUBLE_TAP_OFFSET 0x100 // Offset for double click (used as mask)
#define MOUSE_CLICK_OFFSET 0x80 // Offset for mouse button click (compared to hold)
Examples:
- Left click: 0x80
- Left click hold: 0x0
- Left click doubletap: 0x100
- Right click hold: 0x1
There are 256 stick buttons.
#define N_JOYSTICK_AXES 8 // 3 normal, 3 rotate, 2 sliders
#define N_JOYSTICK_POV 8 // 8 directional stick
TrackIR axis:
enum MovementTrackerAxis
{
TRACK_PITCH = 0, // Up / down rotation
TRACK_YAW = 1, // Left / right rotation
TRACK_ROLL = 2, // Side roll
TRACK_X = 3, // Left / right move
TRACK_Y = 4, // Up / down move
TRACK_Z = 5 // Forward / backward move
};
enum MouseAxis
{
MOUSE_AXIS_LEFT = 0,
MOUSE_AXIS_RIGHT = 1,
MOUSE_AXIS_UP = 2,
MOUSE_AXIS_DOWN = 3, // Last actual mouse axis, change N_MOUSE_AXES if adding new axis
MOUSE_AXIS_WHEEL_UP = 4,
MOUSE_AXIS_WHEEL_DOWN = 5
};
Adding a new key
Defining a new action in CfgUserActions
class CfgUserActions
{
class TAG_MyActionName // This class name is used for internal representation and also for the inputAction command.
{
displayName = "My Test Action";
tooltip = "This action is for testing.";
onActivate = "_this call TAG_fnc_MyHandler"; // _this is always true.
onDeactivate = "_this call TAG_fnc_MyHandler"; // _this is always false.
onAnalog = "_this call TAG_fnc_MyAnalogHandler"; // _this is the scalar analog value.
analogChangeThreshold = 0.1; // Minimum change required to trigger the onAnalog EH (default: 0.01).
};
};
Defining a default keybind in CfgDefaultKeysPresets
class CfgDefaultKeysPresets
{
class Arma2 // Arma2 is inherited by all other presets.
{
class Mappings
{
TAG_MyActionName[] = {
0x25, // DIK_K
"256 + 0x25", // 256 is the bitflag for "doubletap", 0x25 is the DIK code for K.
"0x00010000 + 2" // 0x00010000 is the bitflag for "mouse button".
};
};
};
};
Adding a keybind to the keybind options dialog
class UserActionGroups
{
class ModSection // Unique classname of your category.
{
name = "Mod Section"; // Display name of your category.
isAddon = 1;
group[] = { "TAG_MyActionName" }; // List of all actions inside this category.
};
};
Setting up a collision group (optional)
Class UserActionsConflictGroups provides the ability to configure checks for keybinding collisions. The following example demonstrates how to ensure that the input does not conflict with car movement keybindings:
class UserActionsConflictGroups
{
class ActionGroups
{
TAG_MyActionGroup[] = { "TAG_MyActionName" };
};
class CollisionGroups
{
// Add your group to an existing collision group:
carMove[] += { "TAG_MyActionGroup" };
// Or alternatively add your own collision group (which is usually preferrable):
TAG_MyActionGroupCollisions[] = { "basic", "vehBasic", "HeadMove", "TAG_MyActionGroup" };
};
};
Scripted Event Handlers
The persistence of these EHs is the same as that of Mission Event Handlers - they are scoped per mission and get removed when the mission ends.
See Also:
Additional documentation on key bitflags (CfgDefaultKeysPresets)
- Example for A + 2×B
DIK_A = 0x1E, DIK_B = 0x30 Combined code = 0x1E130130
combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device type is INPUT_DEVICE_MAIN_KB (3), doubletap (01), main key is IDK_B (30)
- Example for A +
DIK_A = 0x1E, middle mouse hold = 0x2 Combined code 0x1E110002
Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_MIDDLE (2)
- Example for A + Mouse Left (move)
DIK_A = 0x1E, MOUSE_AXIS_LEFT = 0 Combined code 0x1E120001
Combo key is DIK_A (1E), combo key device type is INPUT_DEVICE_COMBO_KB (1), main key device is INPUT_DEVICE_MAIN_MA (2), no double tap (00), main key is MOUSE_AXIS_RIGHT (1)
- Example for +
MOUSE_BUTTONS_LEFT = 0, MOUSE_BUTTONS_MIDDLE = 2 Combined code 0x02310000
Combo key is MOUSE_BUTTONS_MIDDLE (2), combo key device type is INPUT_DEVICE_COMBO_MB (3), main key device is INPUT_DEVICE_MAIN_MB (1), no double tap (00), main key is MOUSE_BUTTONS_LEFT (0)