godot/doc/classes/InputEventKey.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventKey" inherits="InputEventWithModifiers" category="Core" version="3.2">
<brief_description>
Input event type for keyboard events.
</brief_description>
<description>
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Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
<method name="get_scancode_with_modifiers" qualifiers="const">
<return type="int">
</return>
<description>
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Returns the scancode combined with modifier keys such as [code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].
</description>
</method>
</methods>
<members>
<member name="echo" type="bool" setter="set_echo" getter="is_echo">
If [code]true[/code], the key was already pressed before this event. It means the user is holding the key down.
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released.
</member>
<member name="scancode" type="int" setter="set_scancode" getter="get_scancode">
Key scancode, one of the [enum KeyList] constants.
</member>
<member name="unicode" type="int" setter="set_unicode" getter="get_unicode">
Key unicode identifier when relevant. Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method OS.set_ime_active] for more information.
</member>
</members>
<constants>
</constants>
</class>