Files
GDevelop/Core/GDCore/Extensions/Builtin/KeyboardExtension.cpp
Florian Rival 5d2e0786ee Sort actions/conditions in categories add icons to their groups (#3583)
* 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.
2022-02-03 11:45:53 +01:00

108 lines
3.9 KiB
C++

/*
* GDevelop Core
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
* reserved. This project is released under the MIT License.
*/
#include "AllBuiltinExtensions.h"
#include "GDCore/Tools/Localization.h"
using namespace std;
namespace gd {
void GD_CORE_API BuiltinExtensionsImplementer::ImplementsKeyboardExtension(
gd::PlatformExtension& extension) {
extension
.SetExtensionInformation(
"BuiltinKeyboard",
_("Keyboard"),
_("Allows your game to respond to keyboard input. Note that this "
"does not work with on-screen keyboard on touch devices: use "
"instead conditions related to touch when making a game for "
"mobile/touchscreen devices."),
"Florian Rival",
"Open source (MIT License)")
.SetExtensionHelpPath("/all-features/keyboard")
.SetCategory("Input");
extension.AddInstructionOrExpressionGroupMetadata(_("Keyboard"))
.SetIcon("res/conditions/keyboard24.png");
extension
.AddCondition("KeyPressed",
_("Key pressed"),
_("Check if a key is pressed"),
_("_PARAM1_ key is pressed"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("key", _("Key"));
extension
.AddCondition("KeyReleased",
_("Key released"),
_("Check if a key was just released"),
_("_PARAM1_ key is released"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("key", _("Key"));
extension
.AddCondition("KeyFromTextPressed",
_("Key pressed (text expression)"),
_("Check if a key, retrieved from the result of the "
"expression, is pressed"),
_("_PARAM1_ key is pressed"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Expression generating the key to check"))
.MarkAsAdvanced();
extension
.AddCondition("KeyFromTextReleased",
_("Key released (text expression)"),
_("Check if a key, retrieved from the result of the "
"expression, was just released"),
_("_PARAM1_ key is released"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "")
.AddParameter("string", _("Expression generating the key to check"))
.MarkAsAdvanced();
extension
.AddCondition("AnyKeyPressed",
_("Any key pressed"),
_("Check if any key is pressed"),
_("Any key is pressed"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddCondition("AnyKeyReleased",
_("Any key released"),
_("Check if any key is released"),
_("Any key is released"),
"",
"res/conditions/keyboard24.png",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
extension
.AddStrExpression(
"LastPressedKey",
_("Last pressed key"),
_("Get the name of the latest key pressed on the keyboard"),
"",
"res/conditions/keyboard.png")
.AddCodeOnlyParameter("currentScene", "");
}
} // namespace gd