Difference between revisions of "Event.KEY DOWN"
From GiderosMobile
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'''Value:''' keyDown<br/> | '''Value:''' keyDown<br/> | ||
'''Defined by:''' [[Sprite]]<br/> | '''Defined by:''' [[Sprite]]<br/> | ||
+ | |||
=== Description === | === Description === | ||
− | This event is dispatched when a supported key is pressed. For the list of supported keys, check [[KeyCode]] class. | + | This event is dispatched when a supported key is pressed. For the list of supported keys, check the [[KeyCode]] class. Modifiers can have values of: |
− | Modifiers can have values of: | + | *[[KeyCode.MODIFIER_NONE]] |
− | [[KeyCode.MODIFIER_NONE]] | + | *[[KeyCode.MODIFIER_SHIFT]] |
− | [[KeyCode.MODIFIER_SHIFT]] | + | *[[KeyCode.MODIFIER_CTRL]] |
− | [[KeyCode.MODIFIER_CTRL]] | + | *[[KeyCode.MODIFIER_ALT]] |
− | [[KeyCode.MODIFIER_ALT]] | + | *[[KeyCode.MODIFIER_META]] |
− | [[KeyCode.MODIFIER_META]] | ||
=== Parameters === | === Parameters === | ||
− | '''keyCode''': (number) code of the key pressed | + | '''keyCode''': (number) code of the key pressed<br/> |
'''realCode''': (number) real keyCode underneath<br/> | '''realCode''': (number) real keyCode underneath<br/> | ||
'''modifiers''': (number) Modifiers present, or nil if not supported<br/> | '''modifiers''': (number) Modifiers present, or nil if not supported<br/> | ||
+ | |||
=== Example === | === Example === | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 01:52, 15 June 2021
Available since: Gideros 2011.6
Value: keyDown
Defined by: Sprite
Description
This event is dispatched when a supported key is pressed. For the list of supported keys, check the KeyCode class. Modifiers can have values of:
- KeyCode.MODIFIER_NONE
- KeyCode.MODIFIER_SHIFT
- KeyCode.MODIFIER_CTRL
- KeyCode.MODIFIER_ALT
- KeyCode.MODIFIER_META
Parameters
keyCode: (number) code of the key pressed
realCode: (number) real keyCode underneath
modifiers: (number) Modifiers present, or nil if not supported
Example
function onKeyDown(e)
print(e.keyCode, e.realCode)
end
stage:addEventListener(Event.KEY_DOWN, onKeyDown)
note: for this event to work you need to add your sprite to the stage (scene).