summaryrefslogtreecommitdiff
path: root/doc/classes/InputEventAction.xml
blob: 87e2b8ea20b585fce06a77332173ec5d9051c7c8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventAction" inherits="InputEvent" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<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 title="InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link>
		<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
		<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
	</tutorials>
	<members>
		<member name="action" type="StringName" setter="set_action" getter="get_action" default="&amp;&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 specifying how strongly the joypad axis is bent or pressed.
		</member>
	</members>
</class>