Struct gdnative_bindings_lily::input_event_key::InputEventKey [−][src]
pub struct InputEventKey { /* fields omitted */ }
Expand description
core class InputEventKey
inherits InputEventWithModifiers
(reference counted).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
The lifetime of this object is automatically managed through reference counting.
Class hierarchy
InputEventKey inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
The key scancode, which corresponds to one of the [enum KeyList] constants.
To get a human-readable representation of the InputEventKey, use OS.get_scancode_string(event.scancode)
where event
is the InputEventKey.
Returns the scancode combined with modifier keys such as Shift
or Alt
. See also InputEventWithModifiers.
To get a human-readable representation of the InputEventKey with modifiers, use OS.get_scancode_string(event.get_scancode_with_modifiers())
where event
is the InputEventKey.
The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method OS.set_ime_active] for more information.
If true
, the key was already pressed before this event. It means the user is holding the key down.
If true
, the key’s state is pressed. If false
, the key’s state is released.
The key scancode, which corresponds to one of the [enum KeyList] constants.
To get a human-readable representation of the InputEventKey, use OS.get_scancode_string(event.scancode)
where event
is the InputEventKey.
The key Unicode identifier (when relevant). Unicode identifiers for the composite characters and complex scripts may not be available unless IME input mode is active. See [method OS.set_ime_active] for more information.
Methods from Deref<Target = InputEventWithModifiers>
State of the Command
modifier.
State of the Ctrl
modifier.
State of the Meta
modifier.
Trait Implementations
type Target = InputEventWithModifiers
type Target = InputEventWithModifiers
The resulting type after dereferencing.
Dereferences the value.
Mutably dereferences the value.
type RefKind = RefCounted
type RefKind = RefCounted
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for InputEventKey
impl !Send for InputEventKey
impl !Sync for InputEventKey
impl Unpin for InputEventKey
impl UnwindSafe for InputEventKey