mirror of https://github.com/godotengine/godot
The `keycode` field of `InputEventKey` is supposed to be "unshifted"; That is, what the key would output if no modifier keys were pressed. This should match what's written on the key label, but `Key` enumerates also all keypad keys, which require a modifier. We thus require some extra checks for them. Note that this can still allow "stuck keys", but that's an even deeper problem. |
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| .. | ||
| dynwrappers | ||
| SCsub | ||
| detect_prime_x11.cpp | ||
| detect_prime_x11.h | ||
| display_server_x11.cpp | ||
| display_server_x11.h | ||
| gl_manager_x11.cpp | ||
| gl_manager_x11.h | ||
| gl_manager_x11_egl.cpp | ||
| gl_manager_x11_egl.h | ||
| key_mapping_x11.cpp | ||
| key_mapping_x11.h | ||
| rendering_context_driver_vulkan_x11.cpp | ||
| rendering_context_driver_vulkan_x11.h | ||