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Clarify touch-input-from-mouse

Desi Quintans 5 years ago
parent
commit
8018556e82
1 changed files with 7 additions and 6 deletions
  1. 7 6
      getting_started/step_by_step/exporting.rst

+ 7 - 6
getting_started/step_by_step/exporting.rst

@@ -29,15 +29,16 @@ be treated the same as a touch event, we'll convert the game to a click-and-move
 input style.
 input style.
 
 
 By default Godot emulates mouse input from touch input. That means if anything
 By default Godot emulates mouse input from touch input. That means if anything
-is coded to happen on a mouse event, touch will trigger it as well. If you wish to
-disable that for whatever reason, or emulate touch from mouse input, you can do that
-in the "Project Settings" under *Input Devices* and *Pointing*
+is coded to happen on a mouse event, touch will trigger it as well. Godot can also 
+emulate touch input from mouse clicks, which we will need to be able to keep playing
+our game on our computer after we switch to touch input. In the "Project Settings" 
+under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to "On". 
 
 
 .. image:: img/export_touchsettings.png
 .. image:: img/export_touchsettings.png
 
 
-Before we change the input method, in the project settings go to *Display*,
-then click on *Window*. In the *Stretch* options, set *Mode* to "2d" and *Aspect* to 
-"keep". This ensures that the game scales consistently on different sized screens.
+We also want to ensure that the game scales consistently on different-sized screens,
+so in the project settings go to *Display*, then click on *Window*. In the *Stretch* 
+options, set *Mode* to "2d" and *Aspect* to "keep". 
 
 
 .. image:: img/export_stretchsettings.png
 .. image:: img/export_stretchsettings.png