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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-08-18 11:04:59 +0200
committerGitHub <noreply@github.com>2019-08-18 11:04:59 +0200
commit80c2f303ae94210c89873e239a6a5e7ba29c1627 (patch)
tree7b90df0819a85d60e3639a5a2b316b01f4978471
parentd154e55f45e68efb17a65adea5b86416d37998f0 (diff)
parentb950867df82e1c6aa19063353c9190471b8c80ce (diff)
Merge pull request #31445 from KoBeWi/how_to_input
Clarify usage of action_press
-rw-r--r--doc/classes/Input.xml10
1 files changed, 9 insertions, 1 deletions
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 91ebcd52f6..33b9da6fdf 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -20,6 +20,7 @@
<description>
This will simulate pressing the specified action.
The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
+ [b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
</description>
</method>
<method name="action_release">
@@ -283,7 +284,14 @@
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
- Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code.
+ Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
+ Example:
+ [codeblock]
+ var a = InputEventAction.new()
+ a.action = "ui_cancel"
+ a.pressed = true
+ Input.parse_input_event(a)
+ [/codeblock]
</description>
</method>
<method name="remove_joy_mapping">