Update Godot version caveats in Controllers, gamepads and joysticks

`Input.get_vector()` and `Input.get_axis()` were backported to the
`3.x` branch.

(cherry picked from commit b5a7873b42)
This commit is contained in:
Hugo Locurcio
2021-07-24 06:29:12 +02:00
committed by Rémi Verschelde
parent 37a75713c3
commit cbf152a9e9

View File

@@ -39,7 +39,7 @@ Input actions are explained in detail on the :ref:`doc_inputevent` page.
Which Input singleton method should I use?
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
In Godot 4.0, there are 3 ways to get input in an analog-aware way:
There are 3 ways to get input in an analog-aware way:
- When you have two axes (such as joystick or WASD movement) and want both
axes to behave as a single input, use ``Input.get_vector()``:
@@ -122,9 +122,9 @@ use ``Input.is_action_pressed()``:
// `jumping` will be a boolean with a value of `true` or `false`.
bool jumping = Input.IsActionPressed("jump");
In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and
In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
and ``Input.is_action_pressed()`` are available in Godot 3.2.
and ``Input.is_action_pressed()`` are available in Godot 3.3.
Differences between keyboard/mouse and controller input
-------------------------------------------------------