Castle Game Engine: CastleInputs: Class TInputShortcutList

# Class TInputShortcutList
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleInputs ## Declaration `type TInputShortcutList = class(specialize TFPGObjectList<TInputShortcut>)` ## Description TODO: Maybe introduce a way to limit (TKey, or all shortcuts?) to activate only when specific modifier is pressed. Right now both TWalkCamera and TExamineCamera check modifiers and have not configurable behavior: - TWalkCamera allows inputs only when modifiers = []. Except Input_Right/LeftRot and Input_Up/DownRotate that have special meaning when Ctrl is pressed (see TWalkCamera.AllowSlowerRotations). - TExamineCamera allows Inputs_Move only when modifiers = [mkCtrl]. Other TExamineCamera are allowed only when modifiers = []. ## Hierarchy TFPGObjectList TInputShortcutList ## Overview ### Methods
| `function SeekMatchingShortcut(const Event: TInputPressRelease): TInputShortcut;`
| `procedure RestoreDefaults;`
| `function SeekConflict(out ConflictDescription: string): boolean;`
## Description ### Methods
| `function SeekMatchingShortcut(const Event: TInputPressRelease): TInputShortcut;`
Seeks for a shortcut that has matching key or mouse button or mouse wheel. `Nil` if not found.
| `procedure RestoreDefaults;`
| `function SeekConflict(out ConflictDescription: string): boolean;`
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