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Renames / fixes for Godot 4
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@@ -210,7 +210,7 @@ the :kbd:`T`:
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}
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}
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.. tip:: See :ref:`@GlobalScope_KeyList <enum_@GlobalScope_KeyList>` for a list of keycode
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.. tip:: See :ref:`@GlobalScope_Key <enum_@GlobalScope_Key>` for a list of keycode
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constants.
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.. warning::
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@@ -261,7 +261,7 @@ different when it's :kbd:`Shift + T`:
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}
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}
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.. tip:: See :ref:`@GlobalScope_KeyList <enum_@GlobalScope_KeyList>` for a list of keycode
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.. tip:: See :ref:`@GlobalScope_Key <enum_@GlobalScope_Key>` for a list of keycode
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constants.
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Mouse events
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@@ -275,7 +275,7 @@ means that all mouse events will contain a ``position`` property.
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Mouse buttons
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~~~~~~~~~~~~~
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Capturing mouse buttons is very similar to handling key events. :ref:`@GlobalScope_ButtonList <enum_@GlobalScope_ButtonList>`
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Capturing mouse buttons is very similar to handling key events. :ref:`@GlobalScope_MouseButton <enum_@GlobalScope_MouseButton>`
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contains a list of ``BUTTON_*`` constants for each possible button, which will
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be reported in the event's ``button_index`` property. Note that the scrollwheel
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also counts as a button - two buttons, to be precise, with both
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@@ -91,8 +91,8 @@ received input, in order:
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event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active.
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4. If no one wanted the event so far, and a :ref:`Camera3D <class_Camera3D>` is assigned
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to the Viewport with :ref:`Object Picking <class_viewport_property_physics_object_picking>` turned on, a ray to the physics world (in the ray direction from
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the click) will be cast. (For the root viewport, this can also be enabled in :ref:`Project Settings <class_ProjectSettings_property_physics/common/enable_object_picking>`) If this ray hits an object, it will call the
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:ref:`CollisionObject._input_event() <class_CollisionObject_method__input_event>` function in the relevant
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the click) will be cast. (For the root viewport, this can also be enabled in :ref:`Project Settings <class_ProjectSettings_property_physics/common/enable_object_picking>`.) If this ray hits an object, it will call the
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:ref:`CollisionObject._input_event() <class_CollisionObject3D_method__input_event>` function in the relevant
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physics object (bodies receive this callback by default, but areas do
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not. This can be configured through :ref:`Area3D <class_Area3D>` properties).
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5. Finally, if the event was unhandled, it will be passed to the next
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