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Merge pull request #7200 from MisoMosiSpy/input_example_keymodifiers

Max Hilbrunner 2 lat temu
rodzic
commit
f7611bb4ad

BIN
tutorials/inputs/img/inputs_inputmap.png


BIN
tutorials/inputs/img/inputs_inputmap.webp


+ 19 - 11
tutorials/inputs/input_examples.rst

@@ -101,13 +101,18 @@ event scroll by in the output window. Here's an example of the output:
 ::
 
     A
-    InputEventMouseMotion : button_mask=0, position=(108, 108), relative=(26, 1), speed=(164.152496, 159.119843), pressure=(0), tilt=(0, 0)
-    InputEventMouseButton : button_index=MOUSE_BUTTON_LEFT, pressed=true, position=(108, 107), button_mask=1, doubleclick=false
-    InputEventMouseButton : button_index=MOUSE_BUTTON_LEFT, pressed=false, position=(108, 107), button_mask=0, doubleclick=false
-    S
-    F
+    Mouse motion at position ((971, 5)) with velocity ((0, 0))
+    Right Mouse Button
+    Mouse motion at position ((870, 243)) with velocity ((0.454937, -0.454937))
+    Left Mouse Button
+    Mouse Wheel Up
+    A
+    B
+    Shift
+    Alt+Shift
     Alt
-    InputEventMouseMotion : button_mask=0, position=(108, 107), relative=(0, -1), speed=(164.152496, 159.119843), pressure=(0), tilt=(0, 0)
+    Shift+T
+    Mouse motion at position ((868, 242)) with velocity ((-2.134768, 2.134768))
 
 As you can see, the results are very different for the different types of
 input. Key events are even printed as their key symbols. For example, let's
@@ -150,11 +155,14 @@ InputMap
 The :ref:`InputMap <class_InputMap>` is the most flexible way to handle a
 variety of inputs. You use this by creating named input *actions*, to which
 you can assign any number of input events, such as keypresses or mouse clicks.
-A new Godot project includes a number of default actions already defined. To
-see them, and to add your own, open Project -> Project Settings and select
+To see them, and to add your own, open Project -> Project Settings and select
 the InputMap tab:
 
-.. image:: img/inputs_inputmap.png
+.. image:: img/inputs_inputmap.webp
+
+.. tip::
+    A new Godot project includes a number of default actions already defined.
+    To see them, turn on ``Show Built-in Actions`` in the InputMap dialog.
 
 Capturing actions
 ~~~~~~~~~~~~~~~~~
@@ -240,7 +248,7 @@ different when it's :kbd:`Shift + T`:
     func _input(event):
         if event is InputEventKey and event.pressed:
             if event.keycode == KEY_T:
-                if event.shift:
+                if event.shift_pressed:
                     print("Shift+T was pressed")
                 else:
                     print("T was pressed")
@@ -254,7 +262,7 @@ different when it's :kbd:`Shift + T`:
             switch (keyEvent.Keycode)
             {
                 case Key.T:
-                    GD.Print(keyEvent.Shift ? "Shift+T was pressed" : "T was pressed");
+                    GD.Print(keyEvent.ShiftPressed ? "Shift+T was pressed" : "T was pressed");
                     break;
             }
         }