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94 lines
3.5 KiB
ReStructuredText
94 lines
3.5 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/InputEventAction.xml.
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.. _class_InputEventAction:
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InputEventAction
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================
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**Inherits:** :ref:`InputEvent<class_InputEvent>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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Input event type for actions.
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Description
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-----------
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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>`.
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Tutorials
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---------
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- `InputEvent: Actions <../tutorials/inputs/inputevent.html#actions>`__
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- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/515>`__
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- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
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Properties
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----------
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+-----------------------------+-----------------------------------------------------------+-----------+
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| :ref:`String<class_String>` | :ref:`action<class_InputEventAction_property_action>` | ``""`` |
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+-----------------------------+-----------------------------------------------------------+-----------+
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| :ref:`bool<class_bool>` | :ref:`pressed<class_InputEventAction_property_pressed>` | ``false`` |
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+-----------------------------+-----------------------------------------------------------+-----------+
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| :ref:`float<class_float>` | :ref:`strength<class_InputEventAction_property_strength>` | ``1.0`` |
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+-----------------------------+-----------------------------------------------------------+-----------+
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Property Descriptions
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---------------------
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.. _class_InputEventAction_property_action:
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- :ref:`String<class_String>` **action**
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+-----------+-------------------+
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| *Default* | ``""`` |
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+-----------+-------------------+
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| *Setter* | set_action(value) |
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+-----------+-------------------+
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| *Getter* | get_action() |
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+-----------+-------------------+
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The action's name. Actions are accessed via this :ref:`String<class_String>`.
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----
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.. _class_InputEventAction_property_pressed:
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- :ref:`bool<class_bool>` **pressed**
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+-----------+--------------------+
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| *Default* | ``false`` |
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+-----------+--------------------+
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| *Setter* | set_pressed(value) |
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+-----------+--------------------+
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| *Getter* | is_pressed() |
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+-----------+--------------------+
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If ``true``, the action's state is pressed. If ``false``, the action's state is released.
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----
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.. _class_InputEventAction_property_strength:
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- :ref:`float<class_float>` **strength**
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+-----------+---------------------+
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| *Default* | ``1.0`` |
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+-----------+---------------------+
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| *Setter* | set_strength(value) |
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+-----------+---------------------+
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| *Getter* | get_strength() |
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+-----------+---------------------+
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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.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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