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@@ -102,8 +102,8 @@ event scroll by in the output window. Here's an example of the output:
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A
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InputEventMouseMotion : button_mask=0, position=(108, 108), relative=(26, 1), speed=(164.152496, 159.119843), pressure=(0), tilt=(0, 0)
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- InputEventMouseButton : button_index=BUTTON_LEFT, pressed=true, position=(108, 107), button_mask=1, doubleclick=false
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- InputEventMouseButton : button_index=BUTTON_LEFT, pressed=false, position=(108, 107), button_mask=0, doubleclick=false
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+ InputEventMouseButton : button_index=MOUSE_BUTTON_LEFT, pressed=true, position=(108, 107), button_mask=1, doubleclick=false
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+ InputEventMouseButton : button_index=MOUSE_BUTTON_LEFT, pressed=false, position=(108, 107), button_mask=0, doubleclick=false
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S
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F
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Alt
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@@ -275,19 +275,19 @@ Mouse buttons
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~~~~~~~~~~~~~
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Capturing mouse buttons is very similar to handling key events. :ref:`@GlobalScope_MouseButton <enum_@GlobalScope_MouseButton>`
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-contains a list of ``BUTTON_*`` constants for each possible button, which will
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+contains a list of ``MOUSE_BUTTON_*`` constants for each possible button, which will
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be reported in the event's ``button_index`` property. Note that the scrollwheel
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also counts as a button - two buttons, to be precise, with both
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-``BUTTON_WHEEL_UP`` and ``BUTTON_WHEEL_DOWN`` being separate events.
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+``MOUSE_BUTTON_WHEEL_UP`` and ``MOUSE_BUTTON_WHEEL_DOWN`` being separate events.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _input(event):
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if event is InputEventMouseButton:
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- if event.button_index == BUTTON_LEFT and event.pressed:
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+ if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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print("Left button was clicked at ", event.position)
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- if event.button_index == BUTTON_WHEEL_UP and event.pressed:
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+ if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
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print("Wheel up")
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.. code-tab:: csharp
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@@ -329,7 +329,7 @@ node:
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func _input(event):
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- if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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+ if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if (event.position - $Sprite2D.position).length() < click_radius:
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# Start dragging if the click is on the sprite.
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if not dragging and event.pressed:
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