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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the InputEventKey.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_InputEventKey:
- InputEventKey
- =============
- **Inherits:** :ref:`InputEventWithModifiers<class_inputeventwithmodifiers>` **<** :ref:`InputEvent<class_inputevent>` **<** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
- **Category:** Core
- Brief Description
- -----------------
- Input event type for keyboard events.
- Member Functions
- ----------------
- +------------------------+-------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_scancode_with_modifiers<class_InputEventKey_get_scancode_with_modifiers>` **(** **)** const |
- +------------------------+-------------------------------------------------------------------------------------------------------+
- Member Variables
- ----------------
- .. _class_InputEventKey_echo:
- - :ref:`bool<class_bool>` **echo** - If ``true`` the key was already pressed before this event. It means the user is holding the key down.
- .. _class_InputEventKey_pressed:
- - :ref:`bool<class_bool>` **pressed** - If ``true`` the key's state is pressed. If ``false`` the key's state is released.
- .. _class_InputEventKey_scancode:
- - :ref:`int<class_int>` **scancode** - Key scancode, one of the ``KEY_*`` constants in @global Scope.
- .. _class_InputEventKey_unicode:
- - :ref:`int<class_int>` **unicode** - Key unicode identifier when relevant.
- Description
- -----------
- Stores key presses on the keyboard. Supports key presses, key releases and :ref:`echo<class_InputEventKey_echo>` events.
- Member Function Description
- ---------------------------
- .. _class_InputEventKey_get_scancode_with_modifiers:
- - :ref:`int<class_int>` **get_scancode_with_modifiers** **(** **)** const
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