godot/doc/classes/Shortcut.xml
Rémi Verschelde de2c2be19b
Shortcut: Rename shortcut property to event
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).

Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
2021-08-05 13:48:43 +02:00

42 lines
1.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shortcut" inherits="Resource" version="4.0">
<brief_description>
A shortcut for binding input.
</brief_description>
<description>
A shortcut for binding input.
Shortcuts are commonly used for interacting with a [Control] element from an [InputEvent] (also known as hotkeys).
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_as_text" qualifiers="const">
<return type="String" />
<description>
Returns the shortcut's [InputEvent] as a [String].
</description>
</method>
<method name="has_valid_event" qualifiers="const">
<return type="bool" />
<description>
Returns whether the shortcut has a valid [member event] assigned to it.
</description>
</method>
<method name="matches_event" qualifiers="const">
<return type="bool" />
<argument index="0" name="event" type="InputEvent" />
<description>
Returns whether the shortcut's [member event] matches [code]event[/code].
</description>
</method>
</methods>
<members>
<member name="event" type="InputEvent" setter="set_event" getter="get_event">
The shortcut's [InputEvent].
Generally the [InputEvent] is a keyboard key, though it can be any [InputEvent], including an [InputEventAction].
</member>
</members>
<constants>
</constants>
</class>