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https://github.com/godotengine/godot
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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
39 lines
1.5 KiB
XML
39 lines
1.5 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 are commonly used for interacting with a [Control] element from an [InputEvent] (also known as hotkeys).
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One shortcut can contain multiple [InputEvent]'s, allowing the possibility of triggering one action with multiple different inputs.
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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].
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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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