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.
This allows users to leave comments on pages that don't have
`:allow_comments: False` somewhere in the page's source.
Both manual and class reference pages can receive comments.
Index pages cannot have comments, as discussion should occur on "leaf" pages.
GitHub Discussions is used as a backend on the same repository. This means
that Discussions *must* be enabled on godotengine/godot-docs before this
commit is merged to `master`. Users can choose to use the "Custom" watch
mode if they don't want to get notifications for discussion updates,
but still get notifications for issue and pull request updates.
User comments are intended to be used for the following purposes:
- Add a clarification or correct something in the documentation,
without having to open a pull request. Contributors are encouraged to
take a look at discussions from time to time, and see if there's information
worth incorporating in the pages themselves. Don't forget to reply to
the comment when doing so :)
- Mention a workaround for a common issue.
- Link to useful third-party resources that are relevant to the current page,
such as tutorials or add-ons.
User comments should *not* be used for technical support. Other community
platforms should be used for that.
Page-to-discussion matching is done using the `pagename` Sphinx variable,
which is independent of the Godot version and documentation language.
Being independent of the Godot version allows keeping old comments
when the Godot version changes, while also allowing users from `/stable`
and `/4.1` to "see" each other in discussions.
See https://giscus.app for more information.
The reference to a custom mouse cursor demo project provided is outdated.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.
---------
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.