81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
26 lines
2 KiB
XML
26 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventAction" inherits="InputEvent" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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An 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 types of inputs. Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the [InputMap] class.
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[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [method Input.parse_input_event], which are then received in [method Node._input]. To check if a physical event matches an action from the Input Map, use [method InputEvent.is_action] and [method InputEvent.is_action_pressed].
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</description>
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<tutorials>
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<link title="Using InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<members>
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<member name="action" type="StringName" setter="set_action" getter="get_action" default="&""">
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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" default="false">
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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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<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.
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</member>
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</members>
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</class>
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