[DOCS] InputEvent*
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@ -4,8 +4,10 @@
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Generic input event
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</brief_description>
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<description>
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Base class of all sort of input event. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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<argument index="0" name="event" type="InputEvent">
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</argument>
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<description>
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Returns true if this input event matches the event passed.
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Returns [code]true[/code] if this event matches [code]event[event].
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</description>
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</method>
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<method name="as_text" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the id of the device that generated the event.
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Returns the device's id that generated the event.
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</description>
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</method>
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<method name="get_id" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the id of the event.
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Returns the event's ID.
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</description>
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</method>
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<method name="is_action" qualifiers="const">
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns true if this input event matches a pre-defined action, no matter the type.
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Returns [code]true[/code] if this input event matches a pre-defined action of any type.
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</description>
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</method>
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<method name="is_action_pressed" qualifiers="const">
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns true if the given action is being pressed (and is not an echo event for KEY events). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE.
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Returns [code]true[/code] if the given action is being pressed (and is not an echo event for KEY events). Not relevant for the event types [code]MOUSE_MOTION[/code], [code]SCREEN_DRAG[/code] or [code]NONE[/code].
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</description>
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</method>
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<method name="is_action_released" qualifiers="const">
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<argument index="0" name="action" type="String">
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</argument>
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<description>
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Returns true if the given action is released (i.e. not pressed). Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE.
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Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for the event types [code]MOUSE_MOTION[/code], [code]SCREEN_DRAG[/code] or [code]NONE[/code].
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</description>
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</method>
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<method name="is_action_type" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns [code]true[/code] if this input event's type is one of the [code]InputEvent[/code] constants.
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</description>
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</method>
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<method name="is_echo" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns true if this input event is an echo event (only for events of type KEY, it will return false for other types).
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Returns [code]true[/code] if this input event is an echo event (only for events of type KEY).
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</description>
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</method>
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<method name="is_pressed" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns true if this input event is pressed. Not relevant for the event types MOUSE_MOTION, SCREEN_DRAG and NONE.
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Returns [code]true[/code] if this input event is pressed. Not relevant for the event types [code]MOUSE_MOTION[/code], [code]SCREEN_DRAG[/code] or [code]NONE[/code].
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</description>
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</method>
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<method name="set_device">
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</methods>
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<members>
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<member name="device" type="int" setter="set_device" getter="get_device">
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The event's device ID.
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</member>
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</members>
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<constants>
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Input event type for actions.
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</brief_description>
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<description>
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Contains a generic action which can be targeted from several type of inputs. Actions can be created from the project settings menu [code]Project > Project Settings > Input Map[/Code]. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html#actions
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="action" type="String" setter="set_action" getter="get_action">
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The action's name. Actions are accessed via this [String].
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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If [code]true[/code] the action's state is pressed. If [code]false[/code] the action's state is released.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventJoypadButton" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Input event type for joypad button events.
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Input event for gamepad buttons.
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</brief_description>
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<description>
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Input event type for gamepad buttons. For joysticks see [InputEventJoypadMotion].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="button_index" type="int" setter="set_button_index" getter="get_button_index">
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Joypad button identifier, one of the JOY_BUTTON_* constants in [@Global Scope].
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Button identifier. One of the [code]JOY_BUTTON_*[/code] constants from [@global Scope].
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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Pressed state of the joypad button.
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If [code]true[/code] the button's state is pressed. If [code]false[/code] the button's state is released.
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</member>
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<member name="pressure" type="float" setter="set_pressure" getter="get_pressure">
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Intensity of the button pressure, ranges from 0 to 1.0.
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Represents the pressure the user puts on the button with his finger, if the controller supports it. Ranges from [code]0[/code] to [code]1[/code].
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventJoypadMotion" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Input event type for joypad motion/axis events.
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Input event type for gamepad joysticks and other motions. For buttons see [InputEventJoypadMotion].
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</brief_description>
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<description>
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Stores information about joystick motions. One [code]InputEventJoypadMotion[/code] represents one axis at a time.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="axis" type="int" setter="set_axis" getter="get_axis">
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Joypad axis identifier, one of the JOY_AXIS_* constants in [@Global Scope].
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Axis identifier. Use one of the [code]JOY_AXIS_*[/code] constants in [@global Scope].
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</member>
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<member name="axis_value" type="float" setter="set_axis_value" getter="get_axis_value">
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Position of the axis, ranging from -1.0 to 1.0. A value of 0 means that the axis is in its neutral position.
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Current position of the joystick on the given axis. The value ranges from [code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the axis is in its resting position.
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</member>
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</members>
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<constants>
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Input event type for keyboard events.
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</brief_description>
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<description>
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Stores key presses on the keyboard. Supports key presses, key releases and [member echo] events.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="echo" type="bool" setter="set_echo" getter="is_echo">
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Echo state of the key, i.e. whether it's a repeat event or not.
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If [code]true[/code] the key was already pressed before this event. It means the user is holding the key down.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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Pressed state of the key.
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If [code]true[/code] the key's state is pressed. If [code]false[/code] the key's state is released.
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</member>
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<member name="scancode" type="int" setter="set_scancode" getter="get_scancode">
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Scancode of the key, one of the KEY_* constants in [@Global Scope].
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Key scancode, one of the [code]KEY_*[/code] constants in [@global Scope].
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</member>
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<member name="unicode" type="int" setter="set_unicode" getter="get_unicode">
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Unicode identifier of the key (when relevant).
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Key unicode identifier when relevant.
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</member>
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</members>
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<constants>
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Base input event type for mouse events.
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</brief_description>
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<description>
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Stores general mouse events informations.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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Mouse button mask identifier, one of or a bitwise combination of the BUTTON_MASK_* constants in [@Global Scope].
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</member>
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<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
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Global position of the mouse click.
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Mouse position relative to the current [Viewport] when used in [method Control._gui_input], otherwise is at 0,0.
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position">
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Local position of the mouse click.
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Mouse local position relative to the [Viewport]. If used in [method Control._gui_input] the position is relative to the current [Control] wich is under the mouse.
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</member>
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</members>
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<constants>
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Input event type for mouse button events.
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</brief_description>
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<description>
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Contains mouse click informations. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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Mouse button identifier, one of the BUTTON_* or BUTTON_WHEEL_* constants in [@Global Scope].
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</member>
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<member name="doubleclick" type="bool" setter="set_doubleclick" getter="is_doubleclick">
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Whether the event is a double-click.
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If [code]true[/code] the mouse button's state is a double-click. If [code]false[/code] the mouse button's state is released.
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</member>
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<member name="factor" type="float" setter="set_factor" getter="get_factor">
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TO TALK in PR, reduz said : i think it's used for apple touch but i don't remember what it does
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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Pressed state of the mouse button.
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If [code]true[/code] the mouse button's state is pressed. If [code]false[/code] the mouse button's state is released.
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</member>
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</members>
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<constants>
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Input event type for mouse motion events.
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</brief_description>
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<description>
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Contains mouse motion informations. Supports relative, absolute positions and speed. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="relative" type="Vector2" setter="set_relative" getter="get_relative">
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Position of the mouse pointer relative to the previous mouse position.
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Mouse position relative to the previous position (position at the last frame).
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</member>
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<member name="speed" type="Vector2" setter="set_speed" getter="get_speed">
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Speed of the mouse pointer.
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Mouse speed.
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</member>
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</members>
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<constants>
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<class name="InputEventScreenDrag" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Input event type for screen drag events.
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(only available on mobile devices)
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</brief_description>
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<description>
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Contains screen drag informations. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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Drag event index in the case of a multi-drag event.
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position">
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Position of the drag event.
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Drag position.
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</member>
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<member name="relative" type="Vector2" setter="set_relative" getter="get_relative">
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Position of the drag event relative to its start position.
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Drag position relative to its start position.
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</member>
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<member name="speed" type="Vector2" setter="set_speed" getter="get_speed">
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Speed of the drag event.
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Drag speed.
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</member>
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</members>
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<constants>
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<class name="InputEventScreenTouch" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Input event type for screen touch events.
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(only available on mobile devices)
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</brief_description>
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<description>
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Stores multi-touch press/release information. Supports touch press, touch release and [member index] for multi-touch count and order.
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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</methods>
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<members>
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<member name="index" type="int" setter="set_index" getter="get_index">
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Touch event index in the case of a multi-touch event.
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Touch index in the case of a multi-touch event. One index = one finger.
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</member>
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<member name="position" type="Vector2" setter="set_position" getter="get_position">
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Position of the touch event.
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Touch position.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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Pressed state of the touch event.
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If [code]true[/code] the touch's state is pressed. If [code]false[/code] the touch's state is released.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventWithModifiers" inherits="InputEvent" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Base class for input events with modifiers.
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Base class for keys events with modifiers.
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</brief_description>
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<description>
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Contains keys events informations with modifiers support like [code]SHIFT[/code] or [code]ALT[/code]. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html
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</tutorials>
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<demos>
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</demos>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputMap" inherits="Object" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Singleton that manages actions.
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Singleton that manages [InputEventAction].
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</brief_description>
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<description>
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Manages all [InputEventAction] which can be created/modified from the project settings menu [code]Project > Project Settings > Input Map[/Code] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
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</description>
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<tutorials>
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http://docs.godotengine.org/en/stable/learning/features/inputs/inputevent.html#inputmap
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</tutorials>
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<demos>
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</demos>
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Add an [InputEvent] to an action. This [InputEvent] will trigger the action.
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Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
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</description>
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</method>
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<method name="action_erase_event">
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Remove an [InputEvent] from an action.
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Removes an [InputEvent] from an action.
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</description>
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</method>
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<method name="action_has_event">
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<argument index="1" name="event" type="InputEvent">
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</argument>
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<description>
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Whether an action has an [InputEvent] associated with it.
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Returns [true] if an action has an [InputEvent] associated with it.
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</description>
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</method>
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<method name="add_action">
|
||||
|
@ -49,7 +51,7 @@
|
|||
<argument index="0" name="action" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Add an (empty) action to the [InputMap]. An [InputEvent] can then be added to this action with [method action_add_event].
|
||||
Adds an (empty) action to the [InputMap]. An [InputEvent] can then be added to this action with [method action_add_event].
|
||||
</description>
|
||||
</method>
|
||||
<method name="erase_action">
|
||||
|
@ -58,7 +60,7 @@
|
|||
<argument index="0" name="action" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Remove an action from the [InputMap].
|
||||
Removes an action from the [code]InputMap[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="event_is_action" qualifiers="const">
|
||||
|
@ -69,7 +71,7 @@
|
|||
<argument index="1" name="action" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Return whether the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
|
||||
Returns [true] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_action_list">
|
||||
|
@ -78,14 +80,14 @@
|
|||
<argument index="0" name="action" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Return an array of InputEvents associated with a given action.
|
||||
Returns an array of [InputEvent]s associated with a given action.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_actions">
|
||||
<return type="Array">
|
||||
</return>
|
||||
<description>
|
||||
Return an array of all actions in the [InputMap].
|
||||
Returns an array of all actions in the [code]InputMap[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="has_action" qualifiers="const">
|
||||
|
@ -94,14 +96,14 @@
|
|||
<argument index="0" name="action" type="String">
|
||||
</argument>
|
||||
<description>
|
||||
Whether this InputMap has a registered action with the given name.
|
||||
Returns [code]true[/code] if the [code]InputMap[/code] has a registered action with the given name.
|
||||
</description>
|
||||
</method>
|
||||
<method name="load_from_globals">
|
||||
<return type="void">
|
||||
</return>
|
||||
<description>
|
||||
Clear the [InputMap] and load it anew from [ProjectSettings].
|
||||
Clears all [InputEventAction] in the [code]InputMap[/code] and load it anew from [ProjectSettings].
|
||||
</description>
|
||||
</method>
|
||||
</methods>
|
||||
|
|
Loading…
Reference in a new issue