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@@ -101,13 +101,18 @@ event scroll by in the output window. Here's an example of the output:
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::
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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=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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+ Mouse motion at position ((971, 5)) with velocity ((0, 0))
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+ Right Mouse Button
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+ Mouse motion at position ((870, 243)) with velocity ((0.454937, -0.454937))
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+ Left Mouse Button
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+ Mouse Wheel Up
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+ A
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+ B
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+ Shift
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+ Alt+Shift
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Alt
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- InputEventMouseMotion : button_mask=0, position=(108, 107), relative=(0, -1), speed=(164.152496, 159.119843), pressure=(0), tilt=(0, 0)
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+ Shift+T
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+ Mouse motion at position ((868, 242)) with velocity ((-2.134768, 2.134768))
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As you can see, the results are very different for the different types of
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input. Key events are even printed as their key symbols. For example, let's
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@@ -150,11 +155,14 @@ InputMap
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The :ref:`InputMap <class_InputMap>` is the most flexible way to handle a
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variety of inputs. You use this by creating named input *actions*, to which
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you can assign any number of input events, such as keypresses or mouse clicks.
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-A new Godot project includes a number of default actions already defined. To
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-see them, and to add your own, open Project -> Project Settings and select
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+To see them, and to add your own, open Project -> Project Settings and select
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the InputMap tab:
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-.. image:: img/inputs_inputmap.png
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+.. image:: img/inputs_inputmap.webp
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+
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+.. tip::
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+ A new Godot project includes a number of default actions already defined.
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+ To see them, turn on ``Show Built-in Actions`` in the InputMap dialog.
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Capturing actions
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~~~~~~~~~~~~~~~~~
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@@ -240,7 +248,7 @@ different when it's :kbd:`Shift + T`:
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func _input(event):
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if event is InputEventKey and event.pressed:
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if event.keycode == KEY_T:
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- if event.shift:
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+ if event.shift_pressed:
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print("Shift+T was pressed")
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else:
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print("T was pressed")
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@@ -254,7 +262,7 @@ different when it's :kbd:`Shift + T`:
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switch (keyEvent.Keycode)
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{
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case Key.T:
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- GD.Print(keyEvent.Shift ? "Shift+T was pressed" : "T was pressed");
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+ GD.Print(keyEvent.ShiftPressed ? "Shift+T was pressed" : "T was pressed");
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break;
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}
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}
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