# Advanced Druid Setup ## Input Bindings By default, **Druid** uses all key names from Defold's default `/builtins/input/all.input_binding` for input bindings. **Druid** requires the following input bindings: - Mouse trigger: `Button 1` -> `touch` (for basic input components) - Mouse trigger: `Wheel up` -> `mouse_wheel_up` (for Scroll component) - Mouse trigger: `Wheel down` -> `mouse_wheel_down` (for Scroll component) - Key trigger: `Backspace` -> `key_backspace` (for BackHandler component, input component) - Key trigger: `Back` -> `key_back` (for BackHandler component, Android back button, input component) - Key trigger: `Enter` -> `key_enter` (for Input component, optional) - Key trigger: `Esc` -> `key_esc` (for Input component, optional) - Key trigger: `Left` -> `key_left` (for Rich Input component, optional) - Key trigger: `Right` -> `key_right` (for Rich Input component, optional) - Key trigger: `Shift` -> `key_lshift` (for Rich Input component, optional) - Key trigger: `Ctrl` -> `key_lctrl` (for Rich Input component, optional) - Key trigger: `Super` -> `key_lsuper` (for Rich Input component, optional) - Touch triggers: `Touch multi` -> `touch_multi` (for Scroll component) ![](../media/input_binding_2.png) ![](../media/input_binding_1.png) ## Changing Key Bindings If you need to use your own key bindings or key names, you can modify them in your *game.project* file. Here are the default values for key bindings: ``` [druid] input_text = text input_touch = touch input_marked_text = marked_text input_key_esc = key_esc input_key_back = key_back input_key_enter = key_enter input_key_backspace = key_backspace input_multitouch = touch_multi input_scroll_up = mouse_wheel_up input_scroll_down = mouse_wheel_down input_key_left = key_left input_key_right = key_right input_key_lshift = key_lshift input_key_lctrl = key_lctrl input_key_lsuper = key_lsuper ``` ## Input Capturing By default, **Druid** automatically captures input focus if any input component is created. Therefore, you do not need to call `msg.post(".", "acquire_input_focus")`. If you do not require this behavior, you can disable it by setting the `druid.no_auto_input` field in the _game.project_ file: ``` [druid] no_auto_input = 1 ``` ## Code Bindings Adjust **Druid** settings as needed: ```lua local druid = require("druid.druid") -- Used for button component and custom components -- The callback should play the sound by name: function(sound_id) ... end druid.set_sound_function(function(sound_id) -- sound_system.play(sound_id) end) -- Used for lang_text component -- The callback should return the localized string by locale ID: function(locale_id) ... end druid.set_text_function(function(locale_id) -- return lang.get(locale_id) end) -- Used to change the default Druid style druid.set_default_style(your_style) -- Call this function when the language changes in the game, -- to retranslate all lang_text components: local function on_language_change() druid.on_language_change() end -- Call this function inside window.set_listener -- to capture game focus lost/gained callbacks: -- window.set_listener(function(self, event, data) druid.on_window_callback(event, data) end)) local function on_window_callback(self, event, data) druid.on_window_callback(event) end window.set_listener(on_window_callback) ```