Expand description
Keyboard input. Available as ctx.input.
The engine collects key events between frames, so a key that is pressed and released
within a single frame is still reported by Input::pressed.
While a virtual UI element (menu, dialog, text field) is open it owns the keyboard and
all game-facing queries return false. Use Input::raw if you really need to peek.
Structs§
- Input
- Keyboard state for the current frame.
- Modifiers
- State of the modifier keys.
- RawInput
- Input queries that ignore UI blocking. Obtain it with
Input::raw.
Enums§
- Key
- A key on the keyboard.