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Fix all [[API:..]] style links

Rémi Verschelde 9 years ago
parent
commit
4b8ffe3600
1 changed files with 40 additions and 40 deletions
  1. 40 40
      tutorials/engine/inputevent.rst

+ 40 - 40
tutorials/engine/inputevent.rst

@@ -7,7 +7,7 @@ What is it?
 -----------
 
 Managing input is usually complex, no matter the OS or platform. To ease
-this a little, a special built-in type is provided, [[API:InputEvent]].
+this a little, a special built-in type is provided, :ref:`InputEvent <class_InputEvent>`.
 This datatype can be configured to contain several types of input
 events. Input Events travel through the engine and can be received in
 multiple locations, depending on the purpose.
@@ -18,50 +18,50 @@ How does it work?
 Every input event is originated from the user/player (though it's
 possible to generate an InputEvent and feed then back to the engine,
 which is useful for gestures). The OS object for each platform will read
-events from the device, then feed the to MainLoop. As [[API::SceneTree]]
+events from the device, then feed the to MainLoop. As :ref:`SceneTree <class_SceneTree>`
 is the default MainLoop implementation, events are fed to it. Godot
 provides a function to get the current SceneTree object :
 **get_tree()**.
 
 But SceneTree does not know what to do with the event, so it will give
-it to the viewports, starting by the "root" [[API:Viewport]] (the first
+it to the viewports, starting by the "root" :ref:`Viewport <class_Viewport>` (the first
 node of the scene tree). Viewport does quite a lot of stuff with the
 received input, in order:
 
 .. image:: /img/input_event_flow.png
 
 1. First, it will try to feed the input to the GUI, and see if any
-control can receive it. If so, the [[API:Control]] will be called the
-virtual function [[API:Control._input_event()]] and the signal
+control can receive it. If so, the :ref:`Control <class_Control>` will be called the
+virtual function :ref:`Control._input_event() <class_Control__input_event>` and the signal
 "input_event" will be emitted (this function is re-implementable by
 script by inheriting from it). If the control wants to "consume" the
-event, it will call [[API:Control.accept_event()]] and the event will
+event, it will call :ref:`Control.accept_event() <class_Control_accept_event>` and the event will
 not spread any more.
 2. If the GUI does not want the event, the standard _input function
 will be called in any node with input processing enabled (enable with
-[[API:Node.set_process_input()]]) and override
-[[API:Node._input()]]). If any function consumes the event, it can
-call [[API:SceneTree.set_input_as_handled()]], and the event will
+:ref:`Node.set_process_input() <class_Node_set_process_input>`) and override
+:ref:`Node._input() <class_Node__input>`). If any function consumes the event, it can
+call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the event will
 not spread any more.
 3. If so far no one consumed the event, the unhandled input callback
 will be called (enable with
-[[API:Node.set_process_unhandled_input()]]) and override
-[[API:Node._unhandled_input()]]). If any function consumes the
+:ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`) and override
+:ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
 event, it can call [[SceneTree.set_input_as_handled()]], and the
 event will not spread any more.
-4. If no one wanted the event so far, and a [[API:Camera]] is assigned
+4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
 to the Viewport, a ray to the physics world (in the ray direction from
 the click) will be casted. If this ray hits an object, it will call the
-[[API:CollisionObject._input_event()]] function in the relevant
+:ref:`CollisionObject._input_event() <class_CollisionObject__input_event>` function in the relevant
 physics object (bodies receive this callback by default, but areas do
-not. This can be configured through [[API:Area]] properties).
+not. This can be configured through :ref:`Area <class_Area>` properties).
 5. Finally, if the event was unhandled, it will be passed to the next
 Viewport in the tree, or it will be ignored.
 
 Anatomy of an InputEvent
 ------------------------
 
-[[API:InputEvent]] is just a base built-in type, it does not represent
+:ref:`InputEvent <class_InputEvent>` is just a base built-in type, it does not represent
 anything and only contains some basic information, such as event ID
 (which is increased for each event), device index, etc.
 
@@ -82,27 +82,27 @@ Example of changing event type.
 
 There are several types of InputEvent, described in the table below:
 
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| Event                              | Type Index         | Description                                                                                                       |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEvent]]                 | NONE               | Empty Input Event                                                                                                 |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventKey]]              | KEY                | Contains a scancode and unicode value, as well as modifiers                                                       |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventMouseButton]]      | MOUSE_BUTTON       | Contains click information, such as button, modifiers, etc.                                                       |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventMouseMotion]]      | MOUSE_MOTION       | Contains motion information, such as relative, absolute positions and speed.                                      |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventJoystickMotion]]   | JOYSTICK_MOTION    | Contains Joystick/Joypad analog axis information.                                                                 |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventJoystickButton]]   | JOYSTICK_BUTTON    | Contains Joystick/Joypad button information.                                                                      |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventScreenTouch]]      | SCREEN_TOUCH       | Contains multi-touch press/release information. (only available on mobile devices)                                |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventScreenDrag]]       | SCREEN_DRAG        | Contains multi-touch drag information. (only available on mobile devices)                                         |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
-| [[API:InputEventAction]]           | SCREEN_ACTION      | Contains a generic action. These events are often generated by the programmer as feedback. (more on this below)   |
-+------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| Event                                                             | Type Index         | Description                                                                                                       |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEvent <class_InputEvent>`                              | NONE               | Empty Input Event                                                                                                 |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventKey <class_InputEventKey>`                        | KEY                | Contains a scancode and unicode value, as well as modifiers                                                       |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventMouseButton <class_InputEventMouseButton>`        | MOUSE_BUTTON       | Contains click information, such as button, modifiers, etc.                                                       |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventMouseMotion <class_InputEventMouseMotion>`        | MOUSE_MOTION       | Contains motion information, such as relative, absolute positions and speed.                                      |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventJoystickMotion <class_InputEventJoystickMotion>`  | JOYSTICK_MOTION    | Contains Joystick/Joypad analog axis information.                                                                 |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventJoystickButton <class_InputEventJoystickButton>`  | JOYSTICK_BUTTON    | Contains Joystick/Joypad button information.                                                                      |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventScreenTouch <class_InputEventScreenTouch>`        | SCREEN_TOUCH       | Contains multi-touch press/release information. (only available on mobile devices)                                |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventScreenDrag <class_InputEventScreenDrag>`          | SCREEN_DRAG        | Contains multi-touch drag information. (only available on mobile devices)                                         |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
+| :ref:`InputEventAction <class_InputEventAction>`                  | SCREEN_ACTION      | Contains a generic action. These events are often generated by the programmer as feedback. (more on this below)   |
++-------------------------------------------------------------------+--------------------+-------------------------------------------------------------------------------------------------------------------+
 
 Actions
 -------
@@ -119,13 +119,13 @@ Actions can be created from the Project Settings menu in the Actions
 tab. If you read the :ref:`doc_simple_2d_game`, there is an explanation on how
 does the action editor work.
 
-Any event has the methods [[API:InputEvent.is_action()]],
-[[API:InputEvent.is_pressed()]] and [[API:InputEvent.is_echo()]].
+Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_is_action>`,
+:ref:`InputEvent.is_pressed() <class_InputEvent_is_pressed>` and :ref:`InputEvent <class_InputEvent>`.
 
 Alternatively, it may be desired to supply the game back with an action
 from the game code (a good example of this is detecting gestures).
 SceneTree (derived from MainLoop) has a method for this:
-[[API:MainLoop.input_event(ev)]]. You would normally use it like this:
+:ref:`MainLoop.input_event() <class_MainLoop_input_event>`. You would normally use it like this:
 
 ::
 
@@ -140,7 +140,7 @@ InputMap
 --------
 
 Customizing and re-mapping input from code is often desired. If your
-whole workflow depends on actions, the [[API:InputMap]] singleton is
+whole workflow depends on actions, the :ref:`InputMap <class_InputMap>` singleton is
 ideal for reassigning or creating different actions at run-time. This
 singleton is not saved (must be modified manually) and it's state is run
 from the project settings (engine.cfg). So any dynamic system of this