pandemonium_engine_docs/classes/class_inputeventaction.rst

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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the InputEventAction.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_InputEventAction:
InputEventAction
================
**Inherits:** :ref:`InputEvent<class_InputEvent>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Input event type for actions.
Description
-----------
Contains a generic action which can be targeted from several types of inputs. Actions can be created from the **Input Map** tab in the **Project > Project Settings** menu. See :ref:`Node._input<class_Node_method__input>`.
Tutorials
---------
- `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent`
- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
Properties
----------
+-----------------------------+-----------------------------------------------------------+-----------+
| :ref:`String<class_String>` | :ref:`action<class_InputEventAction_property_action>` | ``""`` |
+-----------------------------+-----------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`pressed<class_InputEventAction_property_pressed>` | ``false`` |
+-----------------------------+-----------------------------------------------------------+-----------+
| :ref:`float<class_float>` | :ref:`strength<class_InputEventAction_property_strength>` | ``1.0`` |
+-----------------------------+-----------------------------------------------------------+-----------+
Property Descriptions
---------------------
.. _class_InputEventAction_property_action:
- :ref:`String<class_String>` **action**
+-----------+-------------------+
| *Default* | ``""`` |
+-----------+-------------------+
| *Setter* | set_action(value) |
+-----------+-------------------+
| *Getter* | get_action() |
+-----------+-------------------+
The action's name. Actions are accessed via this :ref:`String<class_String>`.
----
.. _class_InputEventAction_property_pressed:
- :ref:`bool<class_bool>` **pressed**
+-----------+--------------------+
| *Default* | ``false`` |
+-----------+--------------------+
| *Setter* | set_pressed(value) |
+-----------+--------------------+
| *Getter* | is_pressed() |
+-----------+--------------------+
If ``true``, the action's state is pressed. If ``false``, the action's state is released.
----
.. _class_InputEventAction_property_strength:
- :ref:`float<class_float>` **strength**
+-----------+---------------------+
| *Default* | ``1.0`` |
+-----------+---------------------+
| *Setter* | set_strength(value) |
+-----------+---------------------+
| *Getter* | get_strength() |
+-----------+---------------------+
The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is ``false``. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`