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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-10-22 17:20:33 +0200
committerGitHub <noreply@github.com>2021-10-22 17:20:33 +0200
commit6c35e742286640cc0ae72f8ce0f243501263edc5 (patch)
tree890bdb6d89c58d09597e3679d0c23d33946ddbfe /doc
parent9f7218eb69a3a1c09c652e9064573bffd71bdc02 (diff)
parent6dc3fae201574cca599b322d24bb091bd1dbdcbd (diff)
Merge pull request #53812 from RandomShaper/expose_flush_input
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Input.xml7
1 files changed, 7 insertions, 0 deletions
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 88e4a67615..1fded42db2 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -37,6 +37,13 @@
Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
</description>
</method>
+ <method name="flush_buffered_events">
+ <return type="void" />
+ <description>
+ Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
+ The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
+ </description>
+ </method>
<method name="get_accelerometer" qualifiers="const">
<return type="Vector3" />
<description>