Documentation
    Preparing search index...

    Interface SceneKeyEventInit

    Construction arguments for a SceneKeyEvent.

    interface SceneKeyEventInit {
        code: string;
        key: string;
        modifiers?: Partial<KeyModifiers>;
        platformEvent?: KeyDefaultSuppressor;
        repeat?: boolean;
        target: Node | null;
        type: SceneKeyEventType;
    }
    Index
    code: string

    The physical key, independent of layout and modifiers: "KeyA", "Enter", "Space". This is what a listener means by "the key left of the 1", and what a game's key binding should be stored as.

    key: string

    The character or named key produced, as the platform reports it: "a", "A", "Enter", "Tab", " " for the space bar. Layout- and modifier-dependent — this is what a listener means by "the user typed a question mark".

    modifiers?: Partial<KeyModifiers>

    Modifiers held; every omitted flag is false.

    platformEvent?: KeyDefaultSuppressor

    The platform event behind this one, when there is one — used by SceneKeyEvent.preventDefault and nothing else. Held rather than bound so no closure is allocated per event.

    repeat?: boolean

    Whether the platform's auto-repeat produced this event. Default false.

    target: Node | null

    The focused node this event is delivered to, or null when none is.

    Which event this is.