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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
27 lines
2.0 KiB
XML
27 lines
2.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventAction" inherits="InputEvent" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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An input event type for actions.
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</brief_description>
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<description>
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Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the [b]Input Map[/b] tab in [b]Project > Project Settings[/b], or with the [InputMap] class.
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[b]Note:[/b] Unlike the other [InputEvent] subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with [method Input.parse_input_event], which are then received in [method Node._input]. To check if a physical event matches an action from the Input Map, use [method InputEvent.is_action] and [method InputEvent.is_action_pressed].
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</description>
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<tutorials>
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<link title="Using InputEvent: Actions">$DOCS_URL/tutorials/inputs/inputevent.html#actions</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<members>
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<member name="action" type="StringName" setter="set_action" getter="get_action" default="&""">
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The action's name. Actions are accessed via this [String].
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
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</member>
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<member name="strength" type="float" setter="set_strength" getter="get_strength" default="1.0">
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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.
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</member>
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</members>
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</class>
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