Difference between revisions of "Event.KEY DOWN"

From GiderosMobile
(added a note)
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__NOTOC__
 
__NOTOC__
'''Available since:''' Gideros 2011.6<br/>
 
'''Value:''' keyDown<br/>
 
'''Defined by:''' [[Controller]]<br/>
 
=== Description ===
 
This event is dispatched when a button on a controller is pressed.
 
=== Parameters ===
 
'''playerId''': (number) id of controller/player that pressed the button<br/>
 
'''keyCode''': (number) button key code that was pressed<br/>
 
 
 
----
 
 
 
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Available since:''' Gideros 2011.6<br/>
 
'''Value:''' keyDown<br/>
 
'''Value:''' keyDown<br/>
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=== 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 [[KeyCode]] class.
 +
Modifiers can have values of:
 +
[[KeyCode.MODIFIER_NONE]]
 +
[[KeyCode.MODIFIER_SHIFT]]
 +
[[KeyCode.MODIFIER_CTRL]]
 +
[[KeyCode.MODIFIER_ALT]]
 +
[[KeyCode.MODIFIER_META]]
 +
 
=== Parameters ===
 
=== Parameters ===
 
'''keyCode''': (number) code of the key pressed.<br/>
 
'''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/>
 
=== Example ===
 
=== Example ===
 
<source lang="lua">
 
<source lang="lua">

Revision as of 13:43, 8 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 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).