A shortcut for binding input.
Shortcuts (also known as hotkeys) are containers of [InputEvent] resources. They are commonly used to interact with a [Control] element from an [InputEvent].
One shortcut can contain multiple [InputEvent] resources, making it possible to trigger one action with multiple different inputs.
[b]Example:[/b] Capture the [kbd]Ctrl + S[/kbd] shortcut using a [Shortcut] resource:
[codeblocks]
[gdscript]
extends Node
var save_shortcut = Shortcut.new()
func _ready():
var key_event = InputEventKey.new()
key_event.keycode = KEY_S
key_event.ctrl_pressed = true
key_event.command_or_control_autoremap = true # Swaps Ctrl for Command on Mac.
save_shortcut.events = [key_event]
func _input(event):
if save_shortcut.matches_event(event) and event.is_pressed() and not event.is_echo():
print("Save shortcut pressed!")
get_viewport().set_input_as_handled()
[/gdscript]
[csharp]
using Godot;
public partial class MyNode : Node
{
private readonly Shortcut _saveShortcut = new Shortcut();
public override void _Ready()
{
InputEventKey keyEvent = new InputEventKey
{
Keycode = Key.S,
CtrlPressed = true,
CommandOrControlAutoremap = true, // Swaps Ctrl for Command on Mac.
};
_saveShortcut.Events = [keyEvent];
}
public override void _Input(InputEvent @event)
{
if (@event is InputEventKey keyEvent &&
_saveShortcut.MatchesEvent(@event) &&
keyEvent.Pressed && !keyEvent.Echo)
{
GD.Print("Save shortcut pressed!");
GetViewport().SetInputAsHandled();
}
}
}
[/csharp]
[/codeblocks]
Returns the shortcut's first valid [InputEvent] as a [String].
Returns whether [member events] contains an [InputEvent] which is valid.
Returns whether any [InputEvent] in [member events] equals [param event]. This uses [method InputEvent.is_match] to compare events.
The shortcut's [InputEvent] array.
Generally the [InputEvent] used is an [InputEventKey], though it can be any [InputEvent], including an [InputEventAction].