You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
Rename scancode to keycode.
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
This commit is contained in:
@@ -127,10 +127,10 @@ void CreateDialog::_text_changed(const String &p_newtext) {
|
||||
void CreateDialog::_sbox_input(const Ref<InputEvent> &p_ie) {
|
||||
|
||||
Ref<InputEventKey> k = p_ie;
|
||||
if (k.is_valid() && (k->get_scancode() == KEY_UP ||
|
||||
k->get_scancode() == KEY_DOWN ||
|
||||
k->get_scancode() == KEY_PAGEUP ||
|
||||
k->get_scancode() == KEY_PAGEDOWN)) {
|
||||
if (k.is_valid() && (k->get_keycode() == KEY_UP ||
|
||||
k->get_keycode() == KEY_DOWN ||
|
||||
k->get_keycode() == KEY_PAGEUP ||
|
||||
k->get_keycode() == KEY_PAGEDOWN)) {
|
||||
|
||||
search_options->call("_gui_input", k);
|
||||
search_box->accept_event();
|
||||
|
||||
Reference in New Issue
Block a user