+1 vote

I am working to create something similar to a TextEdit, and for that I setup an input function to detect when a key is pressed:

func _input(event):
    if event is InputEventKey:
        if event.is_pressed():
            var key_pressed = ... #detect which key is pressed
            text += key_pressed

That's basically what I want to do (I can handle the backspace separately), I have found that I can use the event.scancodeto get a code representing the character which is pressed, and what I want to know is how to know which key was originally pressed using the scancode or anything else.

Thanks in advance

asked Jul 12, 2018 in Engine by PugMasterPug (108 points)

2 Answers

+1 vote

GlobalScope has an enum of scancodes called KEY_*. For example, KEY_A = 65.

You can use this to do something like:

if event is InputEventKey:
    if event.scancode == KEY_A:
        # do stuff

If you're checking lots of keys you can use a match statement or a dictionary here.

If you have the scancode and want to know the name of the key you can use OS.get_scancode_string() which will return the "name" of the key as a string, i.e. “Escape”, “Shift+Escape”. OS.find_scancode_from_string() does the opposite.

answered Jul 12, 2018 by kidscancode (7,516 points)

At the end I did the following:

var character = char(event.unicode)

A much better solution to the problem

If you're only dealing with ASCII key inputs. However, be aware that if you have a scancode with modifiers (capital vs. lowercase, for example), unicode input, or other non-character keypresses, char() won't work.

0 votes

You can add custom names for key codes in the godot.project settings

Project -> Project Settings -> Input Map -> "custom_space" -> add action -> then add the scancode to the text field

func input(event):
if Input.is
actionjustpressed("custom_space" ):


the isactionjust_press is not rendering property. code blocks just seem broken...

answered Jul 20, 2018 by hungrymonkey (417 points)
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