godot/doc/classes/InputEventWithModifiers.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventWithModifiers" inherits="InputEventFromWindow" version="4.0">
<brief_description>
Base class for keys events with modifiers.
</brief_description>
<description>
Contains keys events information with modifiers support like [kbd]Shift[/kbd] or [kbd]Alt[/kbd]. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="alt" type="bool" setter="set_alt" getter="get_alt" default="false">
State of the [kbd]Alt[/kbd] modifier.
</member>
<member name="command" type="bool" setter="set_command" getter="get_command" default="false">
State of the [kbd]Cmd[/kbd] modifier.
</member>
<member name="control" type="bool" setter="set_control" getter="get_control" default="false">
State of the [kbd]Ctrl[/kbd] modifier.
</member>
<member name="meta" type="bool" setter="set_metakey" getter="get_metakey" default="false">
State of the [kbd]Meta[/kbd] modifier.
</member>
<member name="shift" type="bool" setter="set_shift" getter="get_shift" default="false">
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]. If [code]false[/code], those same keys will be serialized as [member meta] on macOS and [member control] on all other platforms.
This aids with cross-platform compatibility when developing e.g. on Windows for macOS, or vice-versa.
</member>
</members>
<constants>
</constants>
</class>