godot/doc/classes/InputEventWithModifiers.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventWithModifiers" inherits="InputEventFromWindow" version="4.0">
<brief_description>
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Base class for keys events with modifiers.
</brief_description>
<description>
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Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
</tutorials>
<members>
<member name="alt_pressed" type="bool" setter="set_alt_pressed" getter="is_alt_pressed" default="false">
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State of the [kbd]Alt[/kbd] modifier.
</member>
<member name="command_pressed" type="bool" setter="set_command_pressed" getter="is_command_pressed" default="false">
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State of the [kbd]Cmd[/kbd] modifier.
</member>
<member name="ctrl_pressed" type="bool" setter="set_ctrl_pressed" getter="is_ctrl_pressed" default="false">
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State of the [kbd]Ctrl[/kbd] modifier.
</member>
<member name="meta_pressed" type="bool" setter="set_meta_pressed" getter="is_meta_pressed" default="false">
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State of the [kbd]Meta[/kbd] modifier.
</member>
<member name="shift_pressed" type="bool" setter="set_shift_pressed" getter="is_shift_pressed" default="false">
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State of the [kbd]Shift[/kbd] modifier.
</member>
<member name="store_command" type="bool" setter="set_store_command" getter="is_storing_command" default="true">
If [code]true[/code], pressing [kbd]Cmd[/kbd] on macOS or [kbd]Ctrl[/kbd] on all other platforms will both be serialized as [member command_pressed]. If [code]false[/code], those same keys will be serialized as [member meta_pressed] on macOS and [member ctrl_pressed] on all other platforms.
This aids with cross-platform compatibility when developing e.g. on Windows for macOS, or vice-versa.
</member>
</members>
</class>