Sync classref with current source

This commit is contained in:
Rémi Verschelde
2018-03-28 11:50:20 +02:00
parent c57d25d573
commit fd3e774be5
45 changed files with 772 additions and 456 deletions

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@@ -100,7 +100,7 @@ Signals
- **joy_connection_changed** **(** :ref:`int<class_int>` index, :ref:`bool<class_bool>` connected **)**
Emitted when a joypad device has been connected or disconnected
Emitted when a joypad device has been connected or disconnected.
Enums
@@ -113,29 +113,29 @@ enum **MouseMode**
- **MOUSE_MODE_VISIBLE** = **0** --- Makes the mouse cursor visible if it is hidden.
- **MOUSE_MODE_HIDDEN** = **1** --- Makes the mouse cursor hidden if it is visible.
- **MOUSE_MODE_CAPTURED** = **2** --- Captures the mouse. The mouse will be hidden and unable to leave the game window. But it will still register movement and mouse button presses.
- **MOUSE_MODE_CONFINED** = **3**
- **MOUSE_MODE_CONFINED** = **3** --- Makes the mouse cursor visible but confines it to the game window.
.. _enum_Input_CursorShape:
enum **CursorShape**
- **CURSOR_ARROW** = **0**
- **CURSOR_IBEAM** = **1**
- **CURSOR_POINTING_HAND** = **2**
- **CURSOR_CROSS** = **3**
- **CURSOR_WAIT** = **4**
- **CURSOR_BUSY** = **5**
- **CURSOR_DRAG** = **6**
- **CURSOR_CAN_DROP** = **7**
- **CURSOR_FORBIDDEN** = **8**
- **CURSOR_VSIZE** = **9**
- **CURSOR_HSIZE** = **10**
- **CURSOR_BDIAGSIZE** = **11**
- **CURSOR_FDIAGSIZE** = **12**
- **CURSOR_MOVE** = **13**
- **CURSOR_VSPLIT** = **14**
- **CURSOR_HSPLIT** = **15**
- **CURSOR_HELP** = **16**
- **CURSOR_ARROW** = **0** --- Arrow cursor. Standard, default pointing cursor.
- **CURSOR_IBEAM** = **1** --- I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.
- **CURSOR_POINTING_HAND** = **2** --- Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.
- **CURSOR_CROSS** = **3** --- Cross cursor. Typically appears over regions in which a drawing operation can be performance or for selections.
- **CURSOR_WAIT** = **4** --- Wait cursor. Indicates that the application is busy performing an operation.
- **CURSOR_BUSY** = **5** --- Busy cursor. See ``CURSOR_WAIT``.
- **CURSOR_DRAG** = **6** --- Drag cursor. Usually displayed when dragging something.
- **CURSOR_CAN_DROP** = **7** --- Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.
- **CURSOR_FORBIDDEN** = **8** --- Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.
- **CURSOR_VSIZE** = **9** --- Vertical resize mouse cursor. A double headed vertical arrow. It tells the user they can resize the window or the panel vertically.
- **CURSOR_HSIZE** = **10** --- Horizontal resize mouse cursor. A double headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.
- **CURSOR_BDIAGSIZE** = **11** --- Window resize mouse cursor. The cursor is a double headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.
- **CURSOR_FDIAGSIZE** = **12** --- Window resize mouse cursor. The cursor is a double headed arrow that goes from the top left to the bottom right, the opposite of ``CURSOR_BDIAGSIZE``. It tells the user they can resize the window or the panel both horizontally and vertically.
- **CURSOR_MOVE** = **13** --- Move cursor. Indicates that something can be moved.
- **CURSOR_VSPLIT** = **14** --- Vertical split mouse cursor. On Windows, it's the same as ``CURSOR_VSIZE``.
- **CURSOR_HSPLIT** = **15** --- Horizontal split mouse cursor. On Windows, it's the same as ``CURSOR_HSIZE``.
- **CURSOR_HELP** = **16** --- Help cursor. Usually a question mark.
Description
@@ -168,7 +168,7 @@ Add a new mapping entry (in SDL2 format) to the mapping database. Optionally upd
- :ref:`Vector3<class_vector3>` **get_accelerometer** **(** **)** const
If the device has an accelerometer, this will return the movement.
If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty :ref:`Vector3<class_vector3>`.
.. _class_Input_get_connected_joypads:
@@ -180,11 +180,13 @@ Returns an :ref:`Array<class_array>` containing the device IDs of all currently
- :ref:`Vector3<class_vector3>` **get_gravity** **(** **)** const
If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty :ref:`Vector3<class_vector3>`.
.. _class_Input_get_gyroscope:
- :ref:`Vector3<class_vector3>` **get_gyroscope** **(** **)** const
If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis.
If the device has a gyroscope, this will return the rate of rotation in rad/s around a device's x, y, and z axis. Otherwise, it returns an empty :ref:`Vector3<class_vector3>`.
.. _class_Input_get_joy_axis:
@@ -260,13 +262,15 @@ Return the mouse mode. See the constants for more information.
- :ref:`bool<class_bool>` **is_action_just_pressed** **(** :ref:`String<class_string>` action **)** const
Returns ``true`` when you start pressing the action event.
Returns ``true`` when the user starts pressing the action event, meaning it's true only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
.. _class_Input_is_action_just_released:
- :ref:`bool<class_bool>` **is_action_just_released** **(** :ref:`String<class_string>` action **)** const
Returns ``true`` when you stop pressing the action event.
Returns ``true`` when the user stops pressing the action event, meaning it's true only on the frame that the user released the button.
.. _class_Input_is_action_pressed:
@@ -306,6 +310,8 @@ Returns ``true`` if you are pressing the mouse button. You can pass ``BUTTON_*``
- void **parse_input_event** **(** :ref:`InputEvent<class_inputevent>` event **)**
Feeds an :ref:`InputEvent<class_inputevent>` to the game. Can be used to artificially trigger input events from code.
.. _class_Input_remove_joy_mapping:
- void **remove_joy_mapping** **(** :ref:`String<class_string>` guid **)**