virtualx-engine/doc/classes/InputEvent.xml
EricEzaM 0e5c6e0d55 Allow checking for exact matches with Action events.
Added additional param to action related methods to test for exactness.
If "p_exact_match" is true, then the action will only be "matched" if the provided input event *exactly* matches with the action event.

Before:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* Is Action Pressed = True

Now:
You can still do the above, however you can optionally check that the input is exactly what the action event is:
* Action Event = KEY_S
* Input Event = KEY_CONTROL + KEY_S
* p_exact_match = True
* Is Action Pressed = False
* If the Input Event was only KEY_S, then the result would be true.

Usage:

```gdscript
Input.is_action_pressed(action_name: String, exact_match: bool)
Input.is_action_pressed("my_action", true)

InputMap.event_is_action(p_event, "my_action", true)

func _input(event: InputEvent):
  event.is_action_pressed("my_action", false, true) # false = "allow_echo", true = "exact_match"
  event.is_action("my_action", true)
```

Co-authored-by: Eric M <itsjusteza@gmail.com>
2021-07-30 15:35:39 +02:00

133 lines
6.1 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEvent" inherits="Resource" version="3.4">
<brief_description>
Generic input event.
</brief_description>
<description>
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent">https://docs.godotengine.org/en/3.3/tutorials/inputs/inputevent.html</link>
<link title="Viewport and canvas transforms">https://docs.godotengine.org/en/3.3/tutorials/2d/2d_transforms.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<methods>
<method name="accumulate">
<return type="bool">
</return>
<argument index="0" name="with_event" type="InputEvent">
</argument>
<description>
Returns [code]true[/code] if the given input event and this input event can be added together (only for events of type [InputEventMouseMotion]).
The given input event's position, global position and speed will be copied. The resulting [code]relative[/code] is a sum of both events. Both events' modifiers have to be identical.
</description>
</method>
<method name="as_text" qualifiers="const">
<return type="String">
</return>
<description>
Returns a [String] representation of the event.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns a value between 0.0 and 1.0 depending on the given actions' state. Useful for getting the value of events of type [InputEventJoypadMotion].
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if this input event matches a pre-defined action of any type.
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="allow_echo" type="bool" default="false">
</argument>
<argument index="2" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is [code]true[/code]). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_released" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<argument index="1" name="exact_match" type="bool" default="false">
</argument>
<description>
Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="is_action_type" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
</description>
</method>
<method name="is_echo" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
</description>
</method>
<method name="is_pressed" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>
</method>
<method name="shortcut_match" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
Returns [code]true[/code] if the given input event is checking for the same key ([InputEventKey]), button ([InputEventJoypadButton]) or action ([InputEventAction]).
</description>
</method>
<method name="xformed_by" qualifiers="const">
<return type="InputEvent">
</return>
<argument index="0" name="xform" type="Transform2D">
</argument>
<argument index="1" name="local_ofs" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Returns a copy of the given input event which has been offset by [code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for events of type [InputEventMouseButton], [InputEventMouseMotion], [InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] and [InputEventPanGesture].
</description>
</method>
</methods>
<members>
<member name="device" type="int" setter="set_device" getter="get_device" default="0">
The event's device ID.
[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated mouse input from a touchscreen. This can be used to distinguish emulated mouse input from physical mouse input.
</member>
</members>
<constants>
</constants>
</class>