godot/doc/classes/InputEvent.xml
Rémi Verschelde c6cea6e9b3 doc: Add default values to all properties
Thanks to @bojidar-bg's impressive work in #29380.
2019-06-30 13:58:07 +02:00

112 lines
3.5 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEvent" inherits="Resource" category="Core" version="3.2">
<brief_description>
Generic input event
</brief_description>
<description>
Base class of all sort of input event. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html</link>
<link>https://docs.godotengine.org/en/latest/tutorials/2d/2d_transforms.html</link>
</tutorials>
<methods>
<method name="accumulate">
<return type="bool">
</return>
<argument index="0" name="with_event" type="InputEvent">
</argument>
<description>
</description>
</method>
<method name="as_text" qualifiers="const">
<return type="String">
</return>
<description>
Returns a [String] representation of the event.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
</description>
</method>
<method name="is_action" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] if this input event matches a pre-defined action of any type.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] if the given action is being pressed (and is not an echo event for [InputEventKey] events). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>
</method>
<method name="is_action_released" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="action" type="String">
</argument>
<description>
Returns [code]true[/code] if the given action is released (i.e. not pressed). Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>
</method>
<method name="is_action_type" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event's type is one that can be assigned to an input action.
</description>
</method>
<method name="is_echo" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event is an echo event (only for events of type [InputEventKey]).
</description>
</method>
<method name="is_pressed" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if this input event is pressed. Not relevant for events of type [InputEventMouseMotion] or [InputEventScreenDrag].
</description>
</method>
<method name="shortcut_match" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="event" type="InputEvent">
</argument>
<description>
</description>
</method>
<method name="xformed_by" qualifiers="const">
<return type="InputEvent">
</return>
<argument index="0" name="xform" type="Transform2D">
</argument>
<argument index="1" name="local_ofs" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="device" type="int" setter="set_device" getter="get_device" default="0">
The event's device ID.
</member>
</members>
<constants>
</constants>
</class>