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-rw-r--r--doc/classes/Input.xml13
1 files changed, 10 insertions, 3 deletions
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 45b15331d2..b5468755c1 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -141,10 +141,10 @@
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
</description>
</method>
- <method name="get_last_mouse_velocity" qualifiers="const">
+ <method name="get_last_mouse_velocity">
<return type="Vector2" />
<description>
- Returns the mouse velocity for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
+ Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.
</description>
</method>
<method name="get_magnetometer" qualifiers="const">
@@ -209,6 +209,12 @@
[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
+ <method name="is_anything_pressed" qualifiers="const">
+ <return type="bool" />
+ <description>
+ Returns [code]true[/code] if any action, key, joypad button, or mouse button is being pressed. This will also return [code]true[/code] if any action is simulated via code by calling [method action_press].
+ </description>
+ </method>
<method name="is_joy_button_pressed" qualifiers="const">
<return type="bool" />
<argument index="0" name="device" type="int" />
@@ -377,7 +383,8 @@
<return type="void" />
<argument index="0" name="to" type="Vector2" />
<description>
- Sets the mouse position to the specified vector.
+ Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the game window.
+ Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if [enum MouseMode] is set to [code]MOUSE_MODE_CONFINED[/code] or [code]MOUSE_MODE_CONFINED_HIDDEN[/code].
</description>
</method>
</methods>