General
The InputBindingsManager serves to define key and button mappings to InputActions.
An InputAction is either global and applicable to all Widget types or even the whole plugin or it is specific to a certain Widget type. It should be fairly simple to see, which actions belong to a certain Widget type and which are global ones. Widget specific actions won't allow for typing a Widget name in the first column and will display an uneditable "GLOBAL" in that cell. Always read the Widgets' documentations to know better about this.
A non-global InputAction is triggered on a Widget in the currently active configuration. For example if you map a button on your steering wheel to the ToggleWidgetVisibility action, it is triggered on the Widget identified by the name denoted under the "Widget Name" column. If the current configuration contains a Widget with that name, this Widget's visibility is toggled when the button is pressed. If the current configuration doesn't know a Widget by that name, nothing happens.
Reusability across configurations
If there is a mapping to an InputAction on a Widget called "MyWidget", this mapping affects
all Widgets by that name in all configurations. So all these mappings are not private to the currently loaded
configuration, but apply to any configuration, that is loaded in-game.
Creating a new mapping
To create a new mapping you just have to either type a Widget's name in the left-most cell of the last row,
or select an action in that row.
Mapping a key or button
To do this simply doubleclick the third cell in the row to be modified. The cell's contents will change to
"[Press a key or button]". Do, what you're told and you're through.
As of rfDynHUD v1.1.0 you can even define key combinations like CTRL+H simply by pressing that combination.
Removing a mapping
Either set the Widget name to an empty string or set the InputAction to "[No Action]"
and the mapping will not be saved and will have disappeared when you next enter the InputBindingsManager.
Double mappings
It is possible to map one key or button to more than one InputAction. This is important for two reasons.
1. You might want to trigger more than one action at a time by that key or button.
2. You may want to do one thing in one configuration and something else in another configuration.
Hit Times
When you set this value to 3 for a given binding, the key or button has to be hit 3 times within a second to trigger
this action.