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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-08-28 23:30:08 +0200
committerGitHub <noreply@github.com>2020-08-28 23:30:08 +0200
commit5abb53be689475cf368b1d032bd3aecbe0f18051 (patch)
treee59b7d3f5c83a04263f6ad31286f890ed90fa9bf
parent61e6cec02ed61f0e2ad604408dd24b40f2a8898f (diff)
parent4f13a7f47f787abce9e608bdb15d30d97096cd29 (diff)
Merge pull request #41441 from YeldhamDev/input_docs_mouse_capture
State how 'MOUSE_MODE_CAPTURED' actually works in the 'Input' docs
-rw-r--r--doc/classes/Input.xml3
1 files changed, 2 insertions, 1 deletions
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index fc3c3776ce..fbc9dfa564 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -417,7 +417,8 @@
Makes the mouse cursor hidden if it is visible.
</constant>
<constant name="MOUSE_MODE_CAPTURED" value="2" enum="MouseMode">
- Captures the mouse. The mouse will be hidden and unable to leave the game window, but it will still register movement and mouse button presses. On Windows and Linux, the mouse will use raw input mode, which means the reported movement will be unaffected by the OS' mouse acceleration settings.
+ Captures the mouse. The mouse will be hidden and its position locked at the center of the screen.
+ [b]Note:[/b] If you want to process the mouse's movement in this mode, you need to use [member InputEventMouseMotion.relative].
</constant>
<constant name="MOUSE_MODE_CONFINED" value="3" enum="MouseMode">
Makes the mouse cursor visible but confines it to the game window.