Added missing descriptions to Input's class docs from godot.

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Relintai 2023-06-28 12:39:36 +02:00
parent bdaeebce83
commit 83468ef10b

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@ -17,12 +17,16 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="strength" type="float" default="1.0" />
<description>
This will simulate pressing the specified action.
The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
[b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
</description>
</method>
<method name="action_release">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<description>
If the specified action is already pressed, this will release it.
</description>
</method>
<method name="add_joy_mapping">
@ -53,6 +57,8 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact" type="bool" default="false" />
<description>
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use [method get_action_strength] instead.
If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_action_strength" qualifiers="const">
@ -60,6 +66,8 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact" type="bool" default="false" />
<description>
Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis as the keyboard, the value returned will be 0 or 1.
If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_axis" qualifiers="const">
@ -67,6 +75,8 @@
<argument index="0" name="negative_action" type="StringName" />
<argument index="1" name="positive_action" type="StringName" />
<description>
Get axis input by specifying two actions, one negative and one positive.
This is a shorthand for writing [code]Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action")[/code].
</description>
</method>
<method name="get_connected_joypads">
@ -186,6 +196,9 @@
<argument index="3" name="positive_y" type="StringName" />
<argument index="4" name="deadzone" type="float" default="-1.0" />
<description>
Gets an input vector by specifying four actions for the positive and negative X and Y axes.
This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.
By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).
</description>
</method>
<method name="is_action_just_pressed" qualifiers="const">
@ -193,6 +206,11 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact" type="bool" default="false" />
<description>
Returns [code]true[/code] when the user has [i]started[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.
If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] pressed. An action can be pressed and released again rapidly, and [code]true[/code] will still be returned so as not to miss input.
[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_action_just_released" qualifiers="const">
@ -200,6 +218,9 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact" type="bool" default="false" />
<description>
Returns [code]true[/code] when the user [i]stops[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user releases the button.
If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] not pressed. An action can be released and pressed again rapidly, and [code]true[/code] will still be returned so as not to miss input.
</description>
</method>
<method name="is_action_pressed" qualifiers="const">
@ -207,6 +228,9 @@
<argument index="0" name="action" type="StringName" />
<argument index="1" name="exact" type="bool" default="false" />
<description>
Returns [code]true[/code] if you are pressing the action event. Note that if an action has multiple buttons assigned and more than one of them is pressed, releasing one button will release the action, even if some other button assigned to this action is still pressed.
If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
</description>
</method>
<method name="is_joy_button_pressed" qualifiers="const">