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Rename many global enums relating to input #38054
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Only remaining concern that I have is that some users might not be happy with the fairly generic (3 letter)
Key
identifier being taken in the global scope. Might lead to issues if one wants to name a classKey
for a key item, or naming a public propertyKey
in C# (which I think uses PascalCase for public properties).Of course I agree that the name is correct for the enum and matches the constants' naming scheme. But that might be the reason why this (and other enums, for consistency) was named
KeyList
and notKey
in the first place.There was a problem hiding this comment.
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We also already have name conflicts between properties and non-properties in the core Godot API for C#.
One option is to make
KeyList
be the exception, or we could do something else likeKeyboard
orKeyCode
.Key
seems fine to me though.There was a problem hiding this comment.
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KeyCode
sounds good. InputEventKey has a property with this name.There was a problem hiding this comment.
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Yeah I guess
KeyCode
might be fine. It does re-add an inconsistency, but to some extent theKeyList
enumerated values are actually different from the other enums. They're internal keycodes while the rest are indices (0 to max).There was a problem hiding this comment.
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Should we have
KEY_ENTER
orKEY_CODE_ENTER
?There was a problem hiding this comment.
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KEY_ENTER
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Oh, we can't use
KeyCode
, it conflicts with X11:There was a problem hiding this comment.
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Let's give it a go with
Key
and see what happens. If it turns out problematic, we can just do the few renames necessary before the 4.0 release.