[−][src]Struct gdnative::prelude::InputEventKey
core class InputEventKey
inherits InputEventWithModifiers
(reference counted).
Official documentation
See the documentation of this class in the Godot engine's official documentation.
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
impl InputEventKey
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pub fn new() -> Ref<InputEventKey, Unique>
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Creates a new instance of this object.
This is a reference-counted type. The returned object is automatically managed
by Ref
.
pub fn scancode(&self) -> i64
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The key scancode, which corresponds to one of the [enum KeyList] constants.
To get a human-readable representation of the [InputEventKey], use [code]OS.get_scancode_string(event.scancode)[/code] where [code]event[/code] is the [InputEventKey].
pub fn get_scancode_with_modifiers(&self) -> i64
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Returns the scancode combined with modifier keys such as [code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].
To get a human-readable representation of the [InputEventKey] with modifiers, use [code]OS.get_scancode_string(event.get_scancode_with_modifiers())[/code] where [code]event[/code] is the [InputEventKey].
pub fn unicode(&self) -> i64
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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.
pub fn set_echo(&self, echo: bool)
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If [code]true[/code], the key was already pressed before this event. It means the user is holding the key down.
pub fn set_pressed(&self, pressed: bool)
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If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released.
pub fn set_scancode(&self, scancode: i64)
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The key scancode, which corresponds to one of the [enum KeyList] constants.
To get a human-readable representation of the [InputEventKey], use [code]OS.get_scancode_string(event.scancode)[/code] where [code]event[/code] is the [InputEventKey].
pub fn set_unicode(&self, unicode: i64)
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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>
pub fn alt(&self) -> bool
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State of the [code]Alt[/code] modifier.
pub fn command(&self) -> bool
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State of the [code]Command[/code] modifier.
pub fn control(&self) -> bool
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State of the [code]Ctrl[/code] modifier.
pub fn metakey(&self) -> bool
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State of the [code]Meta[/code] modifier.
pub fn shift(&self) -> bool
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State of the [code]Shift[/code] modifier.
pub fn set_alt(&self, enable: bool)
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State of the [code]Alt[/code] modifier.
pub fn set_command(&self, enable: bool)
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State of the [code]Command[/code] modifier.
pub fn set_control(&self, enable: bool)
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State of the [code]Ctrl[/code] modifier.
pub fn set_metakey(&self, enable: bool)
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State of the [code]Meta[/code] modifier.
pub fn set_shift(&self, enable: bool)
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State of the [code]Shift[/code] modifier.
Trait Implementations
impl Debug for InputEventKey
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impl Deref for InputEventKey
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type Target = InputEventWithModifiers
The resulting type after dereferencing.
fn deref(&self) -> &InputEventWithModifiers
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impl DerefMut for InputEventKey
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fn deref_mut(&mut self) -> &mut InputEventWithModifiers
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impl GodotObject for InputEventKey
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type RefKind = RefCounted
The memory management kind of this type. This modifies the behavior of the
Ref
smart pointer. See its type-level documentation for more
information. Read more
fn class_name() -> &'static str
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fn null() -> Null<Self>
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fn new() -> Ref<Self, Unique> where
Self: Instanciable,
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Self: Instanciable,
fn cast<T>(&self) -> Option<&T> where
T: GodotObject + SubClass<Self>,
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T: GodotObject + SubClass<Self>,
fn upcast<T>(&self) -> &T where
Self: SubClass<T>,
T: GodotObject,
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Self: SubClass<T>,
T: GodotObject,
unsafe fn assume_shared(&self) -> Ref<Self, Shared>
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unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
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Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_unique(&self) -> Ref<Self, Unique>
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impl Instanciable for InputEventKey
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fn construct() -> Ref<InputEventKey, Unique>
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impl SubClass<InputEvent> for InputEventKey
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impl SubClass<InputEventWithModifiers> for InputEventKey
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impl SubClass<Object> for InputEventKey
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impl SubClass<Reference> for InputEventKey
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impl SubClass<Resource> for InputEventKey
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Auto Trait Implementations
impl RefUnwindSafe for InputEventKey
impl !Send for InputEventKey
impl !Sync for InputEventKey
impl Unpin for InputEventKey
impl UnwindSafe for InputEventKey
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> SubClass<T> for T where
T: GodotObject,
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T: GodotObject,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,