class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource Shortcut
A shortcut for binding input.
Shortcuts (also known as hotkeys) are containers of InputEvent resources. They are commonly used to interact with a Control element from an InputEvent.
One shortcut can contain multiple InputEvent resources, making it possible to trigger one action with multiple different inputs.
Example: Capture the kbdCtrl + S[/kbd] shortcut using a Shortcut resource:
extends Node var save_shortcut = Shortcut.new() func _ready(): var key_event = InputEventKey.new() key_event.keycode = KEY_S key_event.ctrl_pressed = true key_event.command_or_control_autoremap = true # Swaps Ctrl for Command on Mac. save_shortcut.events = [key_event] func _input(event): if save_shortcut.matches_event(event) and event.is_pressed() and not event.is_echo(): print("Save shortcut pressed!") get_viewport().set_input_as_handled()
using Godot; public partial class MyNode : Node { private readonly Shortcut _saveShortcut = new Shortcut(); public override void _Ready() { InputEventKey keyEvent = new InputEventKey { Keycode = Key.S, CtrlPressed = true, CommandOrControlAutoremap = true, // Swaps Ctrl for Command on Mac. }; _saveShortcut.Events = [keyEvent]; } public override void _Input(InputEvent @event) { if (@event is InputEventKey keyEvent && _saveShortcut.MatchesEvent(@event) && keyEvent.Pressed && !keyEvent.Echo) { GD.Print("Save shortcut pressed!"); GetViewport().SetInputAsHandled(); } } }

set get Array events<>():Array set get
The shortcut's InputEvent array.

Generally the InputEvent used is an InputEventKey, though it can be any InputEvent, including an InputEventAction.
String get_as_text<>():String
Returns the shortcut's first valid InputEvent as a String.

bool has_valid_event<>():bool
Returns whether events contains an InputEvent which is valid.

bool matches_event<>( InputEvent event=, event:InputEvent=, ):bool
Returns whether any InputEvent in events equals event. This uses [method InputEvent.is_match] to compare events.




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