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classref: Add property overview and setter/getter like in editor docs
Output from godotengine/godot#22013. Fixes #1729.
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@@ -8,7 +8,9 @@ InputEvent
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==========
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**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`InputEventScreenTouch<class_InputEventScreenTouch>`, :ref:`InputEventWithModifiers<class_InputEventWithModifiers>`, :ref:`InputEventScreenDrag<class_InputEventScreenDrag>`, :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>`, :ref:`InputEventJoypadButton<class_InputEventJoypadButton>`, :ref:`InputEventAction<class_InputEventAction>`
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**Category:** Core
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Brief Description
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@@ -16,6 +18,13 @@ Brief Description
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Generic input event
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Properties
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----------
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+-----------------------+----------------------------------------+
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| :ref:`int<class_int>` | :ref:`device<class_InputEvent_device>` |
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+-----------------------+----------------------------------------+
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Methods
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-------
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@@ -51,70 +60,75 @@ Tutorials
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- :doc:`../tutorials/inputs/inputevent`
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- :doc:`../tutorials/2d/2d_transforms`
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Property Descriptions
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---------------------
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.. _class_InputEvent_device:
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- :ref:`int<class_int>` **device** - The event's device ID.
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- :ref:`int<class_int>` **device**
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+----------+-------------------+
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| *Setter* | set_device(value) |
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+----------+-------------------+
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| *Getter* | get_device() |
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+----------+-------------------+
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The event's device ID.
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Method Descriptions
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-------------------
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.. _class_InputEvent_as_text:
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.. _class_InputEvent_as_text:
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- :ref:`String<class_String>` **as_text** **(** **)** const
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Returns a :ref:`String<class_String>` representation of the event.
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.. _class_InputEvent_get_action_strength:
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.. _class_InputEvent_get_action_strength:
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- :ref:`float<class_float>` **get_action_strength** **(** :ref:`String<class_String>` action **)** const
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.. _class_InputEvent_is_action:
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.. _class_InputEvent_is_action:
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- :ref:`bool<class_bool>` **is_action** **(** :ref:`String<class_String>` action **)** const
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Returns ``true`` if this input event matches a pre-defined action of any type.
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.. _class_InputEvent_is_action_pressed:
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.. _class_InputEvent_is_action_pressed:
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- :ref:`bool<class_bool>` **is_action_pressed** **(** :ref:`String<class_String>` action **)** const
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Returns ``true`` if the given action is being pressed (and is not an echo event for KEY events). Not relevant for the event types ``MOUSE_MOTION``, ``SCREEN_DRAG`` or ``NONE``.
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.. _class_InputEvent_is_action_released:
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.. _class_InputEvent_is_action_released:
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- :ref:`bool<class_bool>` **is_action_released** **(** :ref:`String<class_String>` action **)** const
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Returns ``true`` if the given action is released (i.e. not pressed). Not relevant for the event types ``MOUSE_MOTION``, ``SCREEN_DRAG`` or ``NONE``.
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.. _class_InputEvent_is_action_type:
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.. _class_InputEvent_is_action_type:
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- :ref:`bool<class_bool>` **is_action_type** **(** **)** const
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Returns ``true`` if this input event's type is one of the ``InputEvent`` constants.
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.. _class_InputEvent_is_echo:
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.. _class_InputEvent_is_echo:
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- :ref:`bool<class_bool>` **is_echo** **(** **)** const
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Returns ``true`` if this input event is an echo event (only for events of type KEY).
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.. _class_InputEvent_is_pressed:
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.. _class_InputEvent_is_pressed:
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- :ref:`bool<class_bool>` **is_pressed** **(** **)** const
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Returns ``true`` if this input event is pressed. Not relevant for the event types ``MOUSE_MOTION``, ``SCREEN_DRAG`` or ``NONE``.
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.. _class_InputEvent_shortcut_match:
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.. _class_InputEvent_shortcut_match:
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- :ref:`bool<class_bool>` **shortcut_match** **(** :ref:`InputEvent<class_InputEvent>` event **)** const
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.. _class_InputEvent_xformed_by:
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.. _class_InputEvent_xformed_by:
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- :ref:`InputEvent<class_InputEvent>` **xformed_by** **(** :ref:`Transform2D<class_Transform2D>` xform, :ref:`Vector2<class_Vector2>` local_ofs=Vector2( 0, 0 ) **)** const
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