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<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventAction" inherits="InputEvent" category="Core" version="3.2">
	<brief_description>
		Input event type for actions.
	</brief_description>
	<description>
		Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
	</tutorials>
	<methods>
	</methods>
	<members>
		<member name="action" type="String" setter="set_action" getter="get_action" default="&quot;&quot;">
			The action's name. Actions are accessed via this [String].
		</member>
		<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
			If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
		</member>
		<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
			The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
		</member>
	</members>
	<constants>
	</constants>
</class>