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- :github_url: hide
- .. Generated automatically by doc/tools/makerst.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`
- 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 precising how strongly is the joypad axis 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.)`
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