Table of Contents

Class Keybind

Namespace
MLEM.Input
Assembly
MLEM.dll

A keybind represents a generic way to trigger input. A keybind is made up of multiple key combinations, one of which has to be pressed for the keybind to be triggered. Note that this type is serializable using DataContractAttribute. Note that this class implements IComparable and IComparable<T>, which allows two combinations to be ordered based on how many Modifiers their combinations have.

[DataContract]
public class Keybind : IComparable<Keybind>, IComparable
Inheritance
Keybind
Implements
Inherited Members
Extension Methods

Constructors

Keybind()

Creates a new keybind with no default combinations

public Keybind()

Keybind(GenericInput, params GenericInput[])

Creates a new keybind and adds the given key and modifiers using Add(GenericInput, params GenericInput[])

public Keybind(GenericInput key, params GenericInput[] modifiers)

Parameters

key GenericInput

The key to be pressed.

modifiers GenericInput[]

The modifier keys that have to be held down.

Keybind(GenericInput, ModifierKey)

Creates a new keybind and adds the given key and modifiers using Add(GenericInput, params GenericInput[])

public Keybind(GenericInput key, ModifierKey modifier)

Parameters

key GenericInput

The key to be pressed.

modifier ModifierKey

Methods

Add(GenericInput, params GenericInput[])

Adds a new key combination to this keybind that can optionally be pressed for the keybind to trigger.

public Keybind Add(GenericInput key, params GenericInput[] modifiers)

Parameters

key GenericInput

The key to be pressed.

modifiers GenericInput[]

The modifier keys that have to be held down.

Returns

Keybind

This keybind, for chaining

Add(GenericInput, ModifierKey)

Adds a new key combination to this keybind that can optionally be pressed for the keybind to trigger.

public Keybind Add(GenericInput key, ModifierKey modifier)

Parameters

key GenericInput

The key to be pressed.

modifier ModifierKey

Returns

Keybind

This keybind, for chaining

Add(Combination)

Adds the given Keybind.Combination to this keybind that can optionally be pressed for the keybind to trigger.

public Keybind Add(Keybind.Combination combination)

Parameters

combination Keybind.Combination

The combination to add.

Returns

Keybind

This keybind, for chaining

Clear()

Clears this keybind, removing all active combinations.

public Keybind Clear()

Returns

Keybind

This keybind, for chaining

CompareTo(Keybind)

Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.

public int CompareTo(Keybind other)

Parameters

other Keybind

An object to compare with this instance.

Returns

int

A value that indicates the relative order of the objects being compared. The return value has these meanings:

 <table><thead><tr><th class="term"> Value</th><th class="description"> Meaning</th></tr></thead><tbody><tr><td class="term"> Less than zero</td><td class="description"> This instance precedes <code class="paramref">other</code> in the sort order.</td></tr><tr><td class="term"> Zero</td><td class="description"> This instance occurs in the same position in the sort order as <code class="paramref">other</code>.</td></tr><tr><td class="term"> Greater than zero</td><td class="description"> This instance follows <code class="paramref">other</code> in the sort order.</td></tr></tbody></table>

CompareTo(object)

Compares the current instance with another object of the same type and returns an integer that indicates whether the current instance precedes, follows, or occurs in the same position in the sort order as the other object.

public int CompareTo(object obj)

Parameters

obj object

An object to compare with this instance.

Returns

int

A value that indicates the relative order of the objects being compared. The return value has these meanings:

 <table><thead><tr><th class="term"> Value</th><th class="description"> Meaning</th></tr></thead><tbody><tr><td class="term"> Less than zero</td><td class="description"> This instance precedes <code class="paramref">obj</code> in the sort order.</td></tr><tr><td class="term"> Zero</td><td class="description"> This instance occurs in the same position in the sort order as <code class="paramref">obj</code>.</td></tr><tr><td class="term"> Greater than zero</td><td class="description"> This instance follows <code class="paramref">obj</code> in the sort order.</td></tr></tbody></table>

Exceptions

ArgumentException

obj is not the same type as this instance.

CopyFrom(Keybind)

Copies all of the combinations from the given keybind into this keybind. Note that this doesn't Clear() this keybind, so combinations will be merged rather than replaced.

public Keybind CopyFrom(Keybind other)

Parameters

other Keybind

The keybind to copy from

Returns

Keybind

This keybind, for chaining

GetCombinations()

Returns an enumerable of all of the combinations that this keybind currently contains

public IEnumerable<Keybind.Combination> GetCombinations()

Returns

IEnumerable<Keybind.Combination>

This keybind's combinations

GetDownTime(InputHandler, int)

Returns the amount of time that this keybind has been held down for. If this input isn't currently down, this method returns Zero.

[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetDownTime or custom handling instead.")]
public TimeSpan GetDownTime(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

TimeSpan

The resulting down time, or Zero if the input is not being held.

GetTimeSincePress(InputHandler, int)

Returns the amount of time that has passed since this keybind last counted as pressed. If this input hasn't been pressed previously, or is currently pressed, this method returns Zero.

[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetTimeSincePress or custom handling instead.")]
public TimeSpan GetTimeSincePress(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

TimeSpan

The resulting up time, or Zero if the input has never been pressed, or is currently pressed.

GetUpTime(InputHandler, int)

Returns the amount of time that this keybind has been up for since the last time it was down. If this input isn't currently up, this method returns Zero.

[Obsolete("This method is deprecated, as it does not query Modifiers or InverseModifiers. Use InputHandler.GetUpTime or custom handling instead.")]
public TimeSpan GetUpTime(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

TimeSpan

The resulting up time, or Zero if the input is being held.

Insert(int, GenericInput, params GenericInput[])

Inserts a new key combination into the given index of this keybind's combinations that can optionally be pressed for the keybind to trigger.

public Keybind Insert(int index, GenericInput key, params GenericInput[] modifiers)

Parameters

index int

The index to insert this combination into.

key GenericInput

The key to be pressed.

modifiers GenericInput[]

The modifier keys that have to be held down.

Returns

Keybind

This keybind, for chaining.

Insert(int, GenericInput, ModifierKey)

Inserts a new key combination into the given index of this keybind's combinations that can optionally be pressed for the keybind to trigger.

public Keybind Insert(int index, GenericInput key, ModifierKey modifier)

Parameters

index int

The index to insert this combination into.

key GenericInput

The key to be pressed.

modifier ModifierKey

Returns

Keybind

This keybind, for chaining.

Insert(int, Combination)

Inserts the given Keybind.Combination into the given index of this keybind's combinations that can optionally be pressed for the keybind to trigger.

public Keybind Insert(int index, Keybind.Combination combination)

Parameters

index int

The index to insert this combination into.

combination Keybind.Combination

The combination to insert.

Returns

Keybind

This keybind, for chaining.

IsDown(InputHandler, int)

Returns whether this keybind is considered to be down. See IsDown(GenericInput, int) for more information.

public bool IsDown(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether this keybind is considered to be down

IsModifierDown(InputHandler, int)

Returns whether any of this keybind's modifier keys are currently down. See IsDown(GenericInput, int) for more information.

public bool IsModifierDown(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether any of this keyboard's modifier keys are down

IsPressed(InputHandler, int)

Returns whether this keybind is considered to be pressed. See IsPressed(GenericInput, int) for more information.

public bool IsPressed(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether this keybind is considered to be pressed

IsPressedAvailable(InputHandler, int)

Returns whether this keybind is considered to be pressed and has not been consumed yet usingTryConsumePressed(InputHandler, int). See IsPressedAvailable(GenericInput, int) for more information.

public bool IsPressedAvailable(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether this keybind is considered to be pressed

Remove(Func<Combination, int, bool>)

Removes all combinations that match the given predicate

public Keybind Remove(Func<Keybind.Combination, int, bool> predicate)

Parameters

predicate Func<Keybind.Combination, int, bool>

The predicate to match against

Returns

Keybind

This keybind, for chaining

ToString()

Converts this keybind into a string, separating every included Keybind.Combination by a comma

public override string ToString()

Returns

string

This keybind as a string

ToString(string, string, Func<GenericInput, string>)

Converts this keybind into an easily human-readable string. When using ToString(), this method is used with joiner set to ", ".

public string ToString(string joiner, string combinationJoiner = " + ", Func<GenericInput, string> inputName = null)

Parameters

joiner string

The string to use to join combinations

combinationJoiner string

The string to use for combination-internal joining, see ToString(string, Func<GenericInput, string>)

inputName Func<GenericInput, string>

The function to use for determining the display name of generic inputs, see ToString(string, Func<GenericInput, string>)

Returns

string

A human-readable string representing this keybind

TryConsumePressed(InputHandler, int)

Returns whether this keybind is considered to be pressed. See TryConsumePressed(GenericInput, int) for more information.

public bool TryConsumePressed(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether this keybind is considered to be pressed

TryGetCombination(int, out Combination)

Tries to retrieve the combination at the given index within this keybind.

public bool TryGetCombination(int index, out Keybind.Combination combination)

Parameters

index int

The index of the combination to retrieve.

combination Keybind.Combination

The combination, or default if this method returns false.

Returns

bool

Whether the combination could be successfully retrieved or the index was out of bounds of this keybind's combination collection.

WasDown(InputHandler, int)

Returns whether this keybind was considered to be down in the last update call. See WasDown(GenericInput, int) for more information.

public bool WasDown(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether this keybind was considered to be down

WasModifierDown(InputHandler, int)

Returns whether any of this keybind's modifier keys were down in the last update call. See WasDown(GenericInput, int) for more information.

public bool WasModifierDown(InputHandler handler, int gamepadIndex = -1)

Parameters

handler InputHandler

The input handler to query the keys with

gamepadIndex int

The index of the gamepad to query, or -1 to query all gamepads

Returns

bool

Whether any of this keyboard's modifier keys were down