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-rw-r--r--doc/classes/Input.xml5
1 files changed, 4 insertions, 1 deletions
diff --git a/doc/classes/Input.xml b/doc/classes/Input.xml
index 66683fa0ee..796a80873f 100644
--- a/doc/classes/Input.xml
+++ b/doc/classes/Input.xml
@@ -354,9 +354,11 @@
<return type="void" />
<argument index="0" name="duration_ms" type="int" default="500" />
<description>
- Vibrate Android and iOS devices.
+ Vibrate handheld devices.
+ [b]Note:[/b] This method is implemented on Android, iOS, and HTML5.
[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] permission in the export preset.
[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and later.
+ [b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not support this method.
</description>
</method>
<method name="warp_mouse">
@@ -375,6 +377,7 @@
<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>