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nvidia-rtx-godot / doc / classes / Shortcut.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shortcut" inherits="Resource" api_type="core" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A shortcut for binding input.
	</brief_description>
	<description>
		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 &amp;&amp;
					_saveShortcut.MatchesEvent(@event) &amp;&amp;
					keyEvent.Pressed &amp;&amp; !keyEvent.Echo)
				{
					GD.Print("Save shortcut pressed!");
					GetViewport().SetInputAsHandled();
				}
			}
		}
		[/csharp]
		[/codeblocks]
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_as_text" qualifiers="const">
			<return type="String" />
			<description>
				Returns the shortcut's first valid [InputEvent] as a [String].
			</description>
		</method>
		<method name="has_valid_event" qualifiers="const">
			<return type="bool" />
			<description>
				Returns whether [member events] contains an [InputEvent] which is valid.
			</description>
		</method>
		<method name="matches_event" qualifiers="const">
			<return type="bool" />
			<param index="0" name="event" type="InputEvent" />
			<description>
				Returns whether any [InputEvent] in [member events] equals [param event]. This uses [method InputEvent.is_match] to compare events.
			</description>
		</method>
	</methods>
	<members>
		<member name="events" type="Array" setter="set_events" getter="get_events" default="[]">
			The shortcut's [InputEvent] array.
			Generally the [InputEvent] used is an [InputEventKey], though it can be any [InputEvent], including an [InputEventAction].
		</member>
	</members>
</class>