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-rw-r--r--core/input/input.h2
-rw-r--r--doc/classes/Input.xml1
2 files changed, 2 insertions, 1 deletions
diff --git a/core/input/input.h b/core/input/input.h
index f02f2abae5..3ad8c91ddf 100644
--- a/core/input/input.h
+++ b/core/input/input.h
@@ -110,7 +110,7 @@ private:
bool emulate_touch_from_mouse = false;
bool emulate_mouse_from_touch = false;
bool use_input_buffering = false;
- bool use_accumulated_input = false;
+ bool use_accumulated_input = true;
int mouse_from_touch_index = -1;
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 66683fa0ee..e73021ead4 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -375,6 +375,7 @@
<member name="use_accumulated_input" type="bool" setter="set_use_accumulated_input" getter="is_using_accumulated_input">
If [code]true[/code], similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.
Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.
+ [b]Note:[/b] Input accumulation is [i]enabled[/i] by default.
</member>
</members>
<signals>