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.cursor/rules/roblox/reference/engine/classes/InputObject.yaml
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.cursor/rules/roblox/reference/engine/classes/InputObject.yaml
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: InputObject
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type: class
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memory_category: Instances
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summary: |
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An object created when an input begins that describes a particular user input.
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description: |
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An `InputObject` represents a single user input, such as mouse movement,
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touches, key presses and more. It is created when an input begins.
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The properties of this object vary according the
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`Class.InputObject.UserInputType|UserInputType`. Each kind of input will
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undergo various changes to its
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`Class.InputObject.UserInputState|UserInputState`. During the lifetime of an
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input, other properties which further describe the input may change, such as
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`Class.InputObject.Position|Position` and `Class.InputObject.Delta|Delta`.
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Keyboard and gamepad button presses will have the
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`Class.InputObject.KeyCode|KeyCode` property set.
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Once created at the beginning of an input, the same object persists and is
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updated until the input ends. As a result, you can track the object's changes
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using the `Class.Object.Changed|Changed` event as the user changes the input
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in question. You can also place these objects into a list of active inputs
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track and interact with the object after it's creation by an event such as
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`Class.UserInputService.InputBegan`. This is mostly useful for touch events,
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as each touch point will have a separate `InputObject`.
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See also `Class.UserInputService` whose events and functions often use
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`InputObject`, and `Class.GuiObject` whose events related to user input use
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`InputObject`.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags:
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- NotCreatable
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deprecation_message: ''
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properties:
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- name: InputObject.Delta
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summary: |
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A `Datatype.Vector3` describing the delta between input movements.
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description: |
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A `Datatype.Vector3` describing the delta (change) between input
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movements.
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This is useful when used with the input's
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`Class.InputObject.Position|Position` to track the position and movement
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of the user's input, such as when you're creating custom movement or
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camera scripts. Consider tracking input object changes using the
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`Class.Object.Changed` event or when user input changes via events such as
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`Class.UserInputService.InputChanged` and `Class.GuiObject.InputChanged`.
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Note that an `Class.InputObject` corresponding to
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`Enum.UserInputType.MouseButton1` (left click) and
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`Enum.UserInputType.MouseButton2` (right click) supplied from an
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`Class.UserInputService.InputBegan|InputBegan` callback will not have its
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`Class.InputObject.Delta|Delta` or `Class.InputObject.Position|Position`
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updated once created, except for when the mouse input ends. In order to
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get updated deltas for mouse inputs, you must instead reference an
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`Class.InputObject` from an
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`Class.UserInputService.InputChanged|InputChanged` callback, or call
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`Class.UserInputService:GetMouseDelta()|GetMouseDelta()`. However, any
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`Class.InputObject|InputObjects` corresponding to touch inputs will have
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their delta and position updated every frame throughout their lifetime.
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code_samples: []
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type: Vector3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Input
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- name: InputObject.KeyCode
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summary: |
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Contains an Enum that describes the kind of input used.
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description: |
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Contains a `Enum.KeyCode` enum that describes what kind of input was used.
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For types of input like keyboard, this describes what key was pressed. For
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inputs like the mouse, this provides no additional information.
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code_samples: []
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type: KeyCode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Input
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- name: InputObject.Position
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summary: |
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A `Datatype.Vector3` describing the positional value of this input.
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description: |
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A `Datatype.Vector3` describing the positional value of this input.
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For mouse and touch input, this is the screen position of the mouse/touch,
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described in the **X** and **Y** components. The inset applied to GUI
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elements (such as from the top bar) is accounted for in the position. For
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the mouse wheel input, the **Z** component describes whether the wheel was
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moved forward (`1`), backwards (`-1`), or not at all (`0`).
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Note that an `Class.InputObject` corresponding to
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`Enum.UserInputType.MouseButton1` (left click) and
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`Enum.UserInputType.MouseButton2` (right click) supplied from an
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`Class.UserInputService.InputBegan|InputBegan` callback will not have its
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`Class.InputObject.Delta|Delta` or `Class.InputObject.Position|Position`
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updated once created, except for when the mouse input ends. In order to
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get updated positions for mouse inputs, you must instead reference an
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`Class.InputObject` from an
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`Class.UserInputService.InputChanged|InputChanged` callback, or call
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`Class.UserInputService:GetMouseLocation()|GetMouseLocation()`. However,
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any `Class.InputObject|InputObjects` corresponding to touch inputs will
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have their delta and position updated every frame throughout their
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lifetime.
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code_samples: []
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type: Vector3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Input
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- name: InputObject.UserInputState
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summary: |
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Describes the state of an input being performed, following a specific flow
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depending on the `Class.InputObject.UserInputType|UserInputType`.
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description: |
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This property describes the state of an input being performed, following a
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specific flow depending on the
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`Class.InputObject.UserInputType|UserInputType`. It uses the enum of the
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same name, `Enum.UserInputState`.
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code_samples: []
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type: UserInputState
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: State
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Input
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- name: InputObject.UserInputType
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summary: |
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Describes the kind of input being performed (mouse, keyboard, gamepad,
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touch, etc.).
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description: |
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This property describes the kind of input this `Class.InputObject`
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represents, such as mouse, keyboard, touch, or gamepad input. It uses the
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enum of the same name, `Enum.UserInputType`.
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code_samples: []
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type: UserInputType
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Data
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serialization:
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can_load: false
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can_save: false
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capabilities:
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- Input
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methods:
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- name: InputObject:IsModifierKeyDown
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summary: |
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Returns whether the passed in modifier key is down.
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description: |
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Returns `true` if the passed in `modifierKey` such as
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`Enum.ModifierKey|Shift` is being held down.
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code_samples: []
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parameters:
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- name: modifierKey
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type: ModifierKey
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default:
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summary: ''
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returns:
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- type: boolean
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summary: |
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`true` if the passed in `modifierKey` is being held down; `false`
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otherwise.
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tags: []
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deprecation_message: ''
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security: None
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thread_safety: Unsafe
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capabilities:
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- Input
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events: []
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callbacks: []
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