Fix documentation on how to get the keycode string from a physical_keycode
Fixes #82091. Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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@ -79,7 +79,25 @@
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</member>
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<member name="physical_keycode" type="int" setter="set_physical_keycode" getter="get_physical_keycode" enum="Key" default="0">
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Represents the physical location of a key on the 101/102-key US QWERTY keyboard, which corresponds to one of the [enum Key] constants.
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To get a human-readable representation of the [InputEventKey], use [code]OS.get_keycode_string(event.keycode)[/code] where [code]event[/code] is the [InputEventKey].
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To get a human-readable representation of the [InputEventKey], use [method OS.get_keycode_string] in combination with [method DisplayServer.keyboard_get_keycode_from_physical]:
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[codeblocks]
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[gdscript]
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func _input(event):
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if event is InputEventKey:
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var keycode = DisplayServer.keyboard_get_keycode_from_physical(event.physical_keycode)
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print(OS.get_keycode_string(keycode))
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[/gdscript]
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[csharp]
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public override void _Input(InputEvent @event)
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{
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if (@event is InputEventKey inputEventKey)
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{
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var keycode = DisplayServer.KeyboardGetKeycodeFromPhysical(inputEventKey.PhysicalKeycode);
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GD.Print(OS.GetKeycodeString(keycode));
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}
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}
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[/csharp]
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[/codeblocks]
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the key's state is pressed. If [code]false[/code], the key's state is released.
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