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C#: Fix Shortcut example
- Follow our code-style and conventions. - Match the GDScript example more closely. - Replace `set_events()` method with `events` property.
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1 changed files with 24 additions and 28 deletions
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@ -16,8 +16,8 @@
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var key_event = InputEventKey.new()
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key_event.keycode = KEY_S
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key_event.ctrl_pressed = true
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key_event.command_or_control_autoremap = true # Swaps ctrl for Command on Mac.
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save_shortcut.set_events([key_event])
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key_event.command_or_control_autoremap = true # Swaps Ctrl for Command on Mac.
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save_shortcut.events = [key_event]
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func _input(event):
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if save_shortcut.matches_event(event) and event.is_pressed() and not event.is_echo():
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@ -25,35 +25,31 @@
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get_viewport().set_input_as_handled()
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[/gdscript]
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[csharp]
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public partial class YourScriptName : Godot.Node
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using Godot;
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public partial class MyNode : Node
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{
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private Godot.Shortcut saveShortcut;
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private readonly Shortcut _saveShortcut = new Shortcut();
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public override void _Ready()
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{
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// Enable input processing explicitly (optional for Node, but included for clarity)
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SetProcessInput(true);
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saveShortcut = new Godot.Shortcut();
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Godot.InputEventKey keyEvent = new Godot.InputEventKey
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InputEventKey keyEvent = new InputEventKey
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{
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Keycode = Godot.Key.S,
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Keycode = Key.S,
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CtrlPressed = true,
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CommandOrControlAutoremap = true
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CommandOrControlAutoremap = true, // Swaps Ctrl for Command on Mac.
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};
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Godot.Collections.Array<Godot.InputEvent> events = new Godot.Collections.Array<Godot.InputEvent> { keyEvent };
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saveShortcut.SetEvents(events);
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_saveShortcut.Events = [keyEvent];
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}
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public override void _Input(Godot.InputEvent @event)
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public override void _Input(InputEvent @event)
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{
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if (@event is Godot.InputEventKey keyEvent &&
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saveShortcut.MatchesEvent(@event) &&
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if (@event is InputEventKey keyEvent &&
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_saveShortcut.MatchesEvent(@event) &&
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keyEvent.Pressed && !keyEvent.Echo)
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{
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Godot.GD.Print("Save shortcut pressed!");
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GD.Print("Save shortcut pressed!");
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GetViewport().SetInputAsHandled();
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}
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}
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