The `SetAction` and `SetPressed` are internal methods and can't be invoked directly outside of that assembly. However, the `Action` and `Pressed` property setters invoke them instead.
(cherry picked from commit 14e03b981f)
The reference to a custom mouse cursor demo project provided is outdated. I believe it should be removed until there's an up-to-date working demo project for custom mouse cursor that can be shared.
Update input event flow graphic based on recent changes.
Made some descriptions more precise.
Input Event table:
- Added missing InputEvents Gesture, MIDI and Shortcut
- Removed unused Type Index column
HTML5/Web moved to their own subfolder
Global Illumination moved to their own subfolder
UI, IO, Inputs sections titles adjusted
2D, 3D tutorials grouped to improve navigation
* Update some C# examples
- Rename members that have been renamed in Godot's C# API for 4.0.
- Change `delta` parameter type to `double`.
- Ensure parameters match base declaration.
- Other minor code fixes.
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Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
Replace `ButtonList` enum with `MouseButton`
Switched `ButtonList` enum to `MouseButton` since `MouseButton` is defined in `InputEventMouse`, while `ButtonList` was undefined in `Godot` namespace.
Use the `Root` property instead of the deprecated `GetRoot` method.
`PropagateNotification` accepts an `int` and not a `long`, and so `NotificationWmCloseRequest` needs to be cast to `int`.
* Clearification of what an action actually is.
There was no definition of an action itself. I also simplified the sentence, "An InputEvent may or may not represent a predefined action" to say that actions are not required but useful (combining with the next sentence).
Without the definition, I had thought actions were pre-defined input *conditions* (input states, rather than the input itself, since an action must have it's input defined). That mess of inquiry can be read here: https://www.reddit.com/r/godot/comments/xfvmg8/can_we_define_our_own_inputanalysis_for_inputmap/ Skip to first part of my last post to see the wording that corrected my understanding of what actions were.
This is my first-ever proposal. Thank you for the opportunity to contribute to the docs and help everyone understand things a little easier.
-- Kevin
Hey first edit here,
Here's a quick edit for something I just stumbled upon learning Godot 4, basically the notification MainLoop.NOTIFICATION_WM_QUIT_REQUEST changed to NOTIFICATION_WM_CLOSE_REQUEST.
Would spare some people quite a bit of confusion I basically had to search through the source's commits since it not only moved but changed name.
It *is* already correctly listed in the Node page though.
I'm not really sure about the C# code examples though but I doubt it would be more complicated than this.