Bindings topic

How controls produce action values. Binding nodes, composites, gates, and processors.

Classes

AxisBinding Bindings
A scalar read from one digital or analog control.
AxisPairBinding Bindings
A scalar from two controls, positive - negative.
Binding Bindings
How controls produce an action's value. Bindings form a small tree (composites hold controls, gates hold bindings) and hold no state, so one action set serves any number of players.
ButtonBinding Bindings
A press. An analog control presses once it reaches pressPoint and releases once it falls below releasePoint, so a trigger resting near the threshold does not chatter.
ChordBinding Bindings
A press of trigger made while every modifier is held.
Deadzone Bindings
Zeroes values below inner and remaps [inner, outer] to [0, 1], so there is no step at the threshold.
DeltaBinding Bindings
A displacement read from a ControlKind.delta control.
DpadBinding Bindings
A vector from four directional controls (WASD, arrows, a d-pad).
GatedBinding Bindings
Any binding that reads as idle unless every modifier is held. With a mouse delta inside, this is drag-to-look.
Invert Bindings
Negates a value. A scalar uses x only.
PerSecond Bindings
Turns a level into a displacement of rate units per second over the read window. Required when a stick, key, or axis binding feeds a DeltaAction.
Processor Bindings
An ordered value transform on a binding.
ResponseCurve Bindings
Raises the magnitude to exponent, keeping the sign or direction. Above 1 gives finer control near center.
Scale Bindings
Multiplies by x and y, optionally times a tunable a profile can set.
StickBinding Bindings
A vector read from a stick control.
SwapAxes Bindings
Swaps the horizontal and vertical components, so a scalar binding can feed the vertical axis of a vector or delta action.

Enums

DeadzoneShape Bindings
The shape of a Deadzone.
DpadMode Bindings
How a DpadBinding combines its parts.