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authorRémi Verschelde <remi@verschelde.fr>2016-05-03 21:08:08 +0200
committerRémi Verschelde <remi@verschelde.fr>2016-05-03 21:08:08 +0200
commit7b834dd788734b38ba0259c740eefce180f76b0e (patch)
tree137b8d7302e04bf94d1760ce57a21eea41930862
parent5b039245b9d95c8ca1914d41d976e9a52e5510ef (diff)
parentf6ae5e41de720996195eb02e1ba6ea954e4932e9 (diff)
Merge pull request #4538 from CowThing/classref-edit
Input Documentation
-rw-r--r--doc/base/classes.xml16
1 files changed, 16 insertions, 0 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 4c691bc61e..cba5425d3f 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -15031,8 +15031,10 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
</class>
<class name="Input" inherits="Object" category="Core">
<brief_description>
+ A Singleton that deals with inputs.
</brief_description>
<description>
+ A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joysticks, and input actions.
</description>
<methods>
<method name="is_key_pressed">
@@ -15041,6 +15043,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
<argument index="0" name="scancode" type="int">
</argument>
<description>
+ Returns true or false depending on whether the key is pressed or not. You can pass KEY_*, which are pre-defined constants listed in [@Global Scope].
</description>
</method>
<method name="is_mouse_button_pressed">
@@ -15069,6 +15072,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
<argument index="0" name="action" type="String">
</argument>
<description>
+ Returns true or false depending on whether the action event is pressed. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with [InputMap].
</description>
</method>
<method name="add_joy_mapping">
@@ -15129,48 +15133,56 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
<return type="Vector3">
</return>
<description>
+ If the device has an accelerometer, this will return the movement.
</description>
</method>
<method name="get_mouse_speed" qualifiers="const">
<return type="Vector2">
</return>
<description>
+ Returns the mouse speed.
</description>
</method>
<method name="get_mouse_button_mask" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together.
</description>
</method>
<method name="set_mouse_mode">
<argument index="0" name="mode" type="int">
</argument>
<description>
+ Set the mouse mode. See the constants for more information.
</description>
</method>
<method name="get_mouse_mode" qualifiers="const">
<return type="int">
</return>
<description>
+ Return the mouse mode. See the constants for more information.
</description>
</method>
<method name="warp_mouse_pos">
<argument index="0" name="to" type="Vector2">
</argument>
<description>
+ Sets the mouse position to the specified vector.
</description>
</method>
<method name="action_press">
<argument index="0" name="action" type="String">
</argument>
<description>
+ This will simulate pressing the specificed action.
</description>
</method>
<method name="action_release">
<argument index="0" name="action" type="String">
</argument>
<description>
+ If the specified action is already pressed, this will release it.
</description>
</method>
<method name="set_custom_mouse_cursor">
@@ -15179,6 +15191,7 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
<argument index="1" name="hotspot" type="Vector2" default="Vector2(0,0)">
</argument>
<description>
+ Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified.
</description>
</method>
</methods>
@@ -15195,10 +15208,13 @@ Example: (content-length:12), (Content-Type:application/json; charset=UTF-8)
</signals>
<constants>
<constant name="MOUSE_MODE_VISIBLE" value="0">
+ Makes the mouse cursor visible if it is hidden.
</constant>
<constant name="MOUSE_MODE_HIDDEN" value="1">
+ Makes the mouse cursor hidden if it is visible.
</constant>
<constant name="MOUSE_MODE_CAPTURED" value="2">
+ 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.
</constant>
</constants>
</class>