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authorMichael Alexsander <michaelalexsander@protonmail.com>2020-08-21 23:06:56 -0300
committerMichael Alexsander <michaelalexsander@protonmail.com>2020-08-28 17:19:19 -0300
commit4f13a7f47f787abce9e608bdb15d30d97096cd29 (patch)
tree4387f6d90abf464c9f3799d0c9f21348a8332756 /doc/classes
parentd6510776dcb7d5e67915847046674b903d7e4480 (diff)
State how 'MOUSE_MODE_CAPTURED' actually works in the 'Input' docs
Diffstat (limited to 'doc/classes')
-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.