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.