Merge pull request #53812 from RandomShaper/expose_flush_input

This commit is contained in:
Rémi Verschelde 2021-10-22 17:20:33 +02:00 committed by GitHub
commit 6c35e74228
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 8 additions and 0 deletions

View file

@ -133,6 +133,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_custom_mouse_cursor", "image", "shape", "hotspot"), &Input::set_custom_mouse_cursor, DEFVAL(CURSOR_ARROW), DEFVAL(Vector2()));
ClassDB::bind_method(D_METHOD("parse_input_event", "event"), &Input::parse_input_event);
ClassDB::bind_method(D_METHOD("set_use_accumulated_input", "enable"), &Input::set_use_accumulated_input);
ClassDB::bind_method(D_METHOD("flush_buffered_events"), &Input::flush_buffered_events);
BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE);
BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN);

View file

@ -37,6 +37,13 @@
Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
</description>
</method>
<method name="flush_buffered_events">
<return type="void" />
<description>
Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input ([method set_use_accumulated_input]) or agile input flushing ([member ProjectSettings.input_devices/buffering/agile_event_flushing]).
The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.
</description>
</method>
<method name="get_accelerometer" qualifiers="const">
<return type="Vector3" />
<description>