true while waiting for the next physical key press to bind
Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling destroy.
Optionaloptions: DestroyOptions
Options parameter. A boolean will act as if all options have been set to that value
true when the action was used
A ready-made rebinding flow over
Input's existingbind/keysFor/actionsForKey, the same wayIconGridis a ready-made inventory screen overInventoryrather than something every game builds by hand.confirmon a row starts capturing the next physical key pressed; that capture reads the rawonKeysignal rather than a named action, since the whole point is accepting a key nothing is bound to yet.Capturing a key replaces that action's entire existing binding, the same way a settings screen's "press a key" always means "this is the key now", not "add one more" - a row shows every key
Input.keysForcurrently returns, but confirming it always ends with exactly one.Pressing the physical Escape key while capturing cancels it rather than binding Escape itself - the same reservation
DEFAULT_BINDINGSalready makes for'cancel', and the only way to back out of a capture once started.Example