Castle Game Engine: X3DNodes: Class TAbstractKeyDeviceSensorNode

# Class TAbstractKeyDeviceSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TAbstractKeyDeviceSensorNode = class(TAbstractSensorNode)` ## Description no description available, TAbstractSensorNode description follows no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractSensorNode TAbstractKeyDeviceSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `procedure KeyDown(Key: TKey; C: char; const Time: TX3DTime); virtual;`
| `procedure KeyUp(Key: TKey; C: char; const Time: TX3DTime); virtual;`
## Description ### Methods
| `procedure CreateNode; override;`
| `procedure KeyDown(Key: TKey; C: char; const Time: TX3DTime); virtual;`
React to key down/up events. This is used by TCastleSceneCore to communicate with this key sensor. Semantics follow TInputPressRelease behavior for EventType = itKey. This means that Key may be K_None (if not representable as TKey) and C may be #0 (if not representable as char), but not both — at least one of Key or C must contains something useful. Also, key presses are affected by the "key repeat" feature of the OS (windowing system actually), so when user holds down a key — we get many key down messages.
| `procedure KeyUp(Key: TKey; C: char; const Time: TX3DTime); virtual;`
Generated by PasDoc 0.13.0 on 2015-06-15 04:43:15