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106 lines
5.1 KiB
ReStructuredText
106 lines
5.1 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
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.. _class_InputEventKey:
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InputEventKey
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=============
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**Category:** Built-In Types
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Brief Description
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-----------------
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Built-in input event type for keyboard events.
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Member Functions
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----------------
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_action<class_InputEventKey_is_action>` **(** :ref:`String<class_string>` action **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_action_pressed<class_InputEventKey_is_action_pressed>` **(** :ref:`String<class_string>` action **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_action_released<class_InputEventKey_is_action_released>` **(** :ref:`String<class_string>` action **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_echo<class_InputEventKey_is_echo>` **(** **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_pressed<class_InputEventKey_is_pressed>` **(** **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_as_action<class_InputEventKey_set_as_action>` **(** :ref:`String<class_string>` action, :ref:`bool<class_bool>` pressed **)** |
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+--------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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- :ref:`int<class_int>` **ID** - Event identifier, positive integer increased at each new event.
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- :ref:`bool<class_bool>` **alt** - State of the Alt modifier.
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- :ref:`bool<class_bool>` **control** - State of the Ctrl modifier.
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- :ref:`int<class_int>` **device** - Device identifier.
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- :ref:`bool<class_bool>` **echo** - Echo state of the key, i.e. whether it's a repeat event or not.
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- :ref:`bool<class_bool>` **meta** - State of the Meta modifier.
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- :ref:`bool<class_bool>` **pressed** - Pressed state of the key.
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- :ref:`int<class_int>` **scancode** - Scancode of the key, one of the KEY_* constants in [@Global Scope].
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- :ref:`bool<class_bool>` **shift** - State of the Shift modifier.
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- :ref:`int<class_int>` **type** - Type of event (one of the [InputEvent] constants).
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- :ref:`int<class_int>` **unicode** - Unicode identifier of the key (when relevant).
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Numeric Constants
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-----------------
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- **NONE** = **0** --- Empty input event.
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- **KEY** = **1** --- Key event.
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- **MOUSE_MOTION** = **2** --- Mouse motion event.
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- **MOUSE_BUTTON** = **3** --- Mouse button event.
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- **JOYSTICK_MOTION** = **4** --- Joystick motion event.
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- **JOYSTICK_BUTTON** = **5** --- Joystick button event.
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- **SCREEN_TOUCH** = **6** --- Screen touch event.
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- **SCREEN_DRAG** = **7** --- Screen drag event.
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- **ACTION** = **8** --- Pre-defined action event (see :ref:`InputMap<class_inputmap>`).
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Description
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-----------
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Input event type for keyboard events that extends the global :ref:`InputEvent<class_inputevent>` type.
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Member Function Description
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---------------------------
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.. _class_InputEventKey_is_action:
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- :ref:`bool<class_bool>` **is_action** **(** :ref:`String<class_string>` action **)**
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Return if this input event matches a pre-defined action.
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.. _class_InputEventKey_is_action_pressed:
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- :ref:`bool<class_bool>` **is_action_pressed** **(** :ref:`String<class_string>` action **)**
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Return whether the given action is being pressed.
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.. _class_InputEventKey_is_action_released:
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- :ref:`bool<class_bool>` **is_action_released** **(** :ref:`String<class_string>` action **)**
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Return whether the given action is released (i.e. not pressed).
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.. _class_InputEventKey_is_echo:
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- :ref:`bool<class_bool>` **is_echo** **(** **)**
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Return if this input event is an echo event.
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.. _class_InputEventKey_is_pressed:
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- :ref:`bool<class_bool>` **is_pressed** **(** **)**
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Return if this input event is pressed.
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.. _class_InputEventKey_set_as_action:
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- void **set_as_action** **(** :ref:`String<class_string>` action, :ref:`bool<class_bool>` pressed **)**
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Change the input event to an action event of the given name with the pressed status passed as argument.
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