classref: Sync with latest 4.0-dev

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Rémi Verschelde
2021-11-15 12:28:38 +01:00
parent d6d97aaf5e
commit 30193215cf
829 changed files with 12891 additions and 7761 deletions

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@@ -1,6 +1,6 @@
:github_url: hide
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the WebXRInterface.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -108,7 +108,7 @@ There are several ways to handle "controller" input:
- Using :ref:`Node._unhandled_input<class_Node_method__unhandled_input>` and :ref:`InputEventJoypadButton<class_InputEventJoypadButton>` or :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>`. This works the same as normal joypads, except the :ref:`InputEvent.device<class_InputEvent_property_device>` starts at 100, so the left controller is 100 and the right controller is 101, and the button codes are also defined by `Section 3.3 of the WebXR Gamepads Module <https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-mapping>`__.
- Using the :ref:`select<class_WebXRInterface_signal_select>`, :ref:`squeeze<class_WebXRInterface_signal_squeeze>` and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself. The ``controller_id`` passed to these signals is the same id as used in :ref:`XRController3D.controller_id<class_XRController3D_property_controller_id>`.
- Using the :ref:`select<class_WebXRInterface_signal_select>`, :ref:`squeeze<class_WebXRInterface_signal_squeeze>` and related signals. This method will work for both advanced VR controllers, and non-traditional "controllers" like a tap on the screen, a spoken voice command or a button press on the device itself.
You can use one or all of these methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices.