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* This should make it easier to identify and find actions/conditions. Categories give more clarity and icons help to identify what's available without reading everything.
108 lines
3.9 KiB
C++
108 lines
3.9 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#include "AllBuiltinExtensions.h"
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#include "GDCore/Tools/Localization.h"
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using namespace std;
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namespace gd {
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void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
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gd::PlatformExtension& extension) {
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extension
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.SetExtensionInformation(
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"BuiltinKeyboard",
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_("Keyboard"),
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_("Allows your game to respond to keyboard input. Note that this "
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"does not work with on-screen keyboard on touch devices: use "
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"instead conditions related to touch when making a game for "
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"mobile/touchscreen devices."),
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"Florian Rival",
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"Open source (MIT License)")
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.SetExtensionHelpPath("/all-features/keyboard")
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.SetCategory("Input");
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extension.AddInstructionOrExpressionGroupMetadata(_("Keyboard"))
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.SetIcon("res/conditions/keyboard24.png");
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extension
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.AddCondition("KeyPressed",
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_("Key pressed"),
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_("Check if a key is pressed"),
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_("_PARAM1_ key is pressed"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("key", _("Key"));
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extension
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.AddCondition("KeyReleased",
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_("Key released"),
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_("Check if a key was just released"),
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_("_PARAM1_ key is released"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("key", _("Key"));
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extension
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.AddCondition("KeyFromTextPressed",
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_("Key pressed (text expression)"),
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_("Check if a key, retrieved from the result of the "
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"expression, is pressed"),
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_("_PARAM1_ key is pressed"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("string", _("Expression generating the key to check"))
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.MarkAsAdvanced();
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extension
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.AddCondition("KeyFromTextReleased",
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_("Key released (text expression)"),
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_("Check if a key, retrieved from the result of the "
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"expression, was just released"),
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_("_PARAM1_ key is released"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "")
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.AddParameter("string", _("Expression generating the key to check"))
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.MarkAsAdvanced();
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extension
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.AddCondition("AnyKeyPressed",
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_("Any key pressed"),
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_("Check if any key is pressed"),
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_("Any key is pressed"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "");
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extension
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.AddCondition("AnyKeyReleased",
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_("Any key released"),
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_("Check if any key is released"),
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_("Any key is released"),
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"",
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"res/conditions/keyboard24.png",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "");
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extension
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.AddStrExpression(
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"LastPressedKey",
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_("Last pressed key"),
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_("Get the name of the latest key pressed on the keyboard"),
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"",
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"res/conditions/keyboard.png")
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.AddCodeOnlyParameter("currentScene", "");
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}
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} // namespace gd
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