- Document a few more properties and methods - Add more information to many classes - Fix lots of typos and gramar mistakes - Use [code] tags for parameters consistently - Use [b] and [i] tags consistently - Put "Warning:" and "Note:" on their own line to be more visible, and make them always bold - Tweak formatting in code examples to be more readable - Use double quotes consistently - Add more links to third-party technologies
27 lines
1.3 KiB
XML
27 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventAction" inherits="InputEvent" category="Core" version="3.2">
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<brief_description>
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Input event type for actions.
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</brief_description>
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<description>
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Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b] menu. See [method Node._input].
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="action" type="String" setter="set_action" getter="get_action">
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The action's name. Actions are accessed via this [String].
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
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If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
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</member>
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<member name="strength" type="float" setter="set_strength" getter="get_strength">
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The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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