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- Follow our code-style and conventions. - Match the GDScript example more closely. - Replace `set_events()` method with `events` property.
89 lines
2.9 KiB
XML
89 lines
2.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shortcut" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A shortcut for binding input.
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</brief_description>
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<description>
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Shortcuts (also known as hotkeys) are containers of [InputEvent] resources. They are commonly used to interact with a [Control] element from an [InputEvent].
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One shortcut can contain multiple [InputEvent] resources, making it possible to trigger one action with multiple different inputs.
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[b]Example:[/b] Capture the [kbd]Ctrl + S[/kbd] shortcut using a [Shortcut] resource:
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[codeblocks]
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[gdscript]
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extends Node
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var save_shortcut = Shortcut.new()
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func _ready():
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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.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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print("Save shortcut pressed!")
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get_viewport().set_input_as_handled()
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[/gdscript]
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[csharp]
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using Godot;
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public partial class MyNode : Node
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{
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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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InputEventKey keyEvent = new InputEventKey
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{
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Keycode = Key.S,
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CtrlPressed = true,
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CommandOrControlAutoremap = true, // Swaps Ctrl for Command on Mac.
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};
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_saveShortcut.Events = [keyEvent];
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}
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public override void _Input(InputEvent @event)
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{
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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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GD.Print("Save shortcut pressed!");
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GetViewport().SetInputAsHandled();
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_as_text" qualifiers="const">
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<return type="String" />
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<description>
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Returns the shortcut's first valid [InputEvent] as a [String].
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</description>
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</method>
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<method name="has_valid_event" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether [member events] contains an [InputEvent] which is valid.
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</description>
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</method>
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<method name="matches_event" qualifiers="const">
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<return type="bool" />
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<param index="0" name="event" type="InputEvent" />
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<description>
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Returns whether any [InputEvent] in [member events] equals [param event]. This uses [method InputEvent.is_match] to compare events.
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</description>
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</method>
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</methods>
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<members>
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<member name="events" type="Array" setter="set_events" getter="get_events" default="[]">
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The shortcut's [InputEvent] array.
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Generally the [InputEvent] used is an [InputEventKey], though it can be any [InputEvent], including an [InputEventAction].
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</member>
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</members>
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</class>
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