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