Difference between revisions of "love.keypressed"

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Callback function triggered when a key is pressed. Very useful.
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Callback function triggered when a key is pressed.
 +
 
 
== Function ==
 
== Function ==
{{newin|[[0.9.0]]|090|type=variant}}
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{{newin|[[0.10.0]]|100|type=variant}}
 +
=== Synopsis ===
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<source lang="lua">
 +
love.keypressed( key, scancode, isrepeat )
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</source>
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=== Arguments ===
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{{param|KeyConstant|key|Character of the pressed key.}}
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{{param|Scancode|scancode|The scancode representing the pressed key.}}
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{{param|boolean|isrepeat|Whether this keypress event is a repeat. The delay between key repeats depends on the user's system settings.}}
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=== Returns ===
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Nothing.
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=== Notes ===
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[[Scancode]]s are keyboard layout-independent, so the scancode "w" will be generated if the key in the same place as the "w" key on an [https://en.wikipedia.org/wiki/British_and_American_keyboards#/media/File:KB_United_States-NoAltGr.svg American keyboard] is pressed, no matter what the key is labelled or what the user's operating system settings are.
 +
 
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Key repeat needs to be enabled with [[love.keyboard.setKeyRepeat]] for repeat keypress events to be received. This does not affect [[love.textinput]].
 +
 
 +
== Function ==
 +
{{newinoldin|[[0.9.0]]|090|[[0.10.0]]|100|type=variant}}
 
=== Synopsis ===
 
=== Synopsis ===
 
<source lang="lua">
 
<source lang="lua">
Line 13: Line 31:
 
=== Notes ===
 
=== Notes ===
 
Key repeat needs to be enabled with [[love.keyboard.setKeyRepeat]] for repeat keypress events to be received.
 
Key repeat needs to be enabled with [[love.keyboard.setKeyRepeat]] for repeat keypress events to be received.
 +
 
== Function ==
 
== Function ==
 
{{oldin|[[0.9.0]]|090|type=variant|text=Unicode text input is now handled separately via [[love.textinput]]}}
 
{{oldin|[[0.9.0]]|090|type=variant|text=Unicode text input is now handled separately via [[love.textinput]]}}
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Nothing.
 
Nothing.
 
== Examples ==
 
== Examples ==
Exit the game when the player presses the Escape key, using [[love.event.push]].  
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Exit the game when the player presses the Escape key, using [[love.event.quit]].  
 
<source lang="lua">
 
<source lang="lua">
function love.keypressed(key)   -- we do not need the unicode, so we can leave it out
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function love.keypressed(key, scancode, isrepeat)
 
   if key == "escape" then
 
   if key == "escape" then
       love.event.push("quit")   -- actually causes the app to quit
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       love.event.quit()
 
   end
 
   end
 
end
 
end
 
</source>
 
</source>
  
 +
{{oldin|[[0.9.0]]|090|type=example|text=Text input is now handled separately via [[love.textinput]]}}
 
Record and print text the user writes (0.8.0 and below.)
 
Record and print text the user writes (0.8.0 and below.)
 
<source lang="lua">
 
<source lang="lua">
Line 51: Line 71:
 
end
 
end
 
</source>
 
</source>
 +
 
== See Also ==
 
== See Also ==
 
* [[parent::love]]
 
* [[parent::love]]
 
* [[love.keyreleased]]  
 
* [[love.keyreleased]]  
 
* [[love.keyboard.isDown]]
 
* [[love.keyboard.isDown]]
 +
* [[love.keyboard.isScancodeDown]]
 
* [[love.textinput]]
 
* [[love.textinput]]
 
[[Category:Callbacks]]
 
[[Category:Callbacks]]
 
{{#set:Description=Callback function triggered when a key is pressed.}}
 
{{#set:Description=Callback function triggered when a key is pressed.}}
{{#set:Subcategory=General}}
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{{#set:Subcategory=Keyboard}}
 
{{#set:Since=000}}
 
{{#set:Since=000}}
 +
 
== Other Languages ==
 
== Other Languages ==
 
{{i18n|love.keypressed}}
 
{{i18n|love.keypressed}}

Revision as of 22:30, 7 March 2019

Callback function triggered when a key is pressed.

Function

Available since LÖVE 0.10.0
This variant is not supported in earlier versions.

Synopsis

love.keypressed( key, scancode, isrepeat )

Arguments

KeyConstant key
Character of the pressed key.
Scancode scancode
The scancode representing the pressed key.
boolean isrepeat
Whether this keypress event is a repeat. The delay between key repeats depends on the user's system settings.

Returns

Nothing.

Notes

Scancodes are keyboard layout-independent, so the scancode "w" will be generated if the key in the same place as the "w" key on an American keyboard is pressed, no matter what the key is labelled or what the user's operating system settings are.

Key repeat needs to be enabled with love.keyboard.setKeyRepeat for repeat keypress events to be received. This does not affect love.textinput.

Function

Available since LÖVE 0.9.0 and removed in LÖVE 0.10.0
This variant is not supported in earlier or later versions.

Synopsis

love.keypressed( key, isrepeat )

Arguments

KeyConstant key
Character of the key pressed.
boolean isrepeat
Whether this keypress event is a repeat. The delay between key repeats depends on the user's system settings.

Returns

Nothing.

Notes

Key repeat needs to be enabled with love.keyboard.setKeyRepeat for repeat keypress events to be received.

Function

Removed in LÖVE 0.9.0
Unicode text input is now handled separately via love.textinput.

Synopsis

love.keypressed( key, unicode )

Arguments

KeyConstant key
Character of the key pressed.
number unicode
The unicode number of the key pressed.

Returns

Nothing.

Examples

Exit the game when the player presses the Escape key, using love.event.quit.

function love.keypressed(key, scancode, isrepeat)
   if key == "escape" then
      love.event.quit()
   end
end
Removed in LÖVE 0.9.0
Text input is now handled separately via love.textinput.

Record and print text the user writes (0.8.0 and below.)

function love.load()
    text = "Type away! -- "
end

function love.keypressed(key, unicode)
    -- ignore non-printable characters (see http://www.ascii-code.com/)
    if unicode > 31 and unicode < 127 then
        text = text .. string.char(unicode)
    end
end

function love.draw()
    love.graphics.printf(text, 0, 0, 800)
end

See Also



Other Languages