- GML MAC COMMAND KEY INPUT HOW TO
- GML MAC COMMAND KEY INPUT MAC OS X
- GML MAC COMMAND KEY INPUT FULL
- GML MAC COMMAND KEY INPUT CODE
But if you regularly need to use Unicode characters which are not present on your keyboard then a radical solution would be creating your own keyboard layout with Ukelele that will map those characters to your physical keys.
The Mac Characters popup is definitely the straightforward solution if you need to insert some chacters once in a while. In this case, it would be option+ 2 3 1 8.
GML MAC COMMAND KEY INPUT CODE
To enter a Unicode character, hold down option and type the 4-digit hex code for the character and it will be inserted. Go into System Preferences -> Keyboard -> Input Sources, click "+", scroll to "others", select "Unicode Hex Input" and click "Add"įrom the input source selector in the menu bar, select "Unicode Hex Input" If you're really hardcore and are looking for a way to type the character by entering the Unicode hex code, this is possible: To insert the character, double click it. The Command key symbol can be found by searching for it's name "place of interest". You'll find it under Edit -> Emoji and Symbols in any program that takes text input.
GML MAC COMMAND KEY INPUT MAC OS X
More generally, Mac OS X provides a pane to insert special characters. NOTE: When using the Virtual Keyboard, only the keyboard_string variable will be updated with the keyboard input.If you're just looking for the Unicode versions of Mac OS X keys, you can use this Apple support document to copy and paste them: There are also some functions that can be used to simulate keypresses:įinally, the following variables are built-in to GameMaker Studio 2 and can be accessed to get information about the keyboard state and input: NOTE: These functions will not work when using an on-screen Virtual Keyboard. The following functions are available for use when working with a keyboard: If you need to check for a key character that is not 0 - 9, A - Z or one of the VK constants, then you should be checking one of the keyboard_* variables, like keyboard_lastchar for example: The above code will detect if the "Tab" key is pressed and create an instance of object "obj_Menu" if it is. Instance_create_layer(x, y, "Controllers", obj_Menu)
GML MAC COMMAND KEY INPUT HOW TO
The following is a small example of how to use the vk_ constants: The following constants can only be used with keyboard_check_direct(): Constant
Keycode representing that any key is pressed Keycode representing that no key is pressed But what if you want to use the arrow keys? Or if you want to modify an action using the "shift" key? Well, for that GameMaker Studio 2 has a series of vk_ constants ( vk_ stands for virtual key) that you can use in place of ord(): Constant
GML MAC COMMAND KEY INPUT FULL
The function ord() will return a full UTF8 value, but the keyboard_check*() functions will only detect A - Z and 0 - 9. Note, that using ord() in this way will only function correctly if the input string is only one character in length and is a number from 0 to 9 or a capitalised Roman character from A to Z. So, the above will check the "A" key and if it's being pressed then it'll set the horizontal speed of the object to -5. Typically you'd use a combination of ord() with the keyboard_check*() functions, something like this: This value can be retrieved for any character using the ord() function but, GameMaker Studio 2 also has a series of constants for the most used keyboard special keys and a special functions. You may find some of the built-in variables and constants aren't valid on other platforms and many of the functions won't work on mobiles.Įach input character from a key (or multiple keys) is defined by its UTF8 code, which is a numerical value. NOTE These functions are designed for Windows/Mac/Ubuntu desktop platforms only. There are also some that store all the key-presses as a string or that can tell you what the last key pressed was, as well as others that allow you to clear the keyboard state completely.
When dealing with the keyboard in GameMaker Studio 2 you have a variety of functions that can be used to recognise different keyboard states like pressed or released.