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authorPedro J. Estébanez <pedrojrulez@gmail.com>2021-10-14 18:58:15 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2021-10-22 14:28:48 +0200
commit6dc3fae201574cca599b322d24bb091bd1dbdcbd (patch)
treec8c7fc9fad0e8c4a3a776650156d89702b4d5443 /doc
parentbf322bacdd99cdb81bd7870b0b196ef01652581c (diff)
Expose Input::flush_buffered_events()
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 00ead31115..5d9c25b374 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>