class_inputeventaction.rst 3.0 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the InputEventAction.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_InputEventAction:
  6. InputEventAction
  7. ================
  8. **Inherits:** :ref:`InputEvent<class_InputEvent>` **<** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Input event type for actions.
  13. Properties
  14. ----------
  15. +-----------------------------+-----------------------------------------------------------+-------+
  16. | :ref:`String<class_String>` | :ref:`action<class_InputEventAction_property_action>` | "" |
  17. +-----------------------------+-----------------------------------------------------------+-------+
  18. | :ref:`bool<class_bool>` | :ref:`pressed<class_InputEventAction_property_pressed>` | false |
  19. +-----------------------------+-----------------------------------------------------------+-------+
  20. | :ref:`float<class_float>` | :ref:`strength<class_InputEventAction_property_strength>` | 1.0 |
  21. +-----------------------------+-----------------------------------------------------------+-------+
  22. Description
  23. -----------
  24. Contains a generic action which can be targeted from several types of inputs. Actions can be created from the **Input Map** tab in the **Project > Project Settings** menu. See :ref:`Node._input<class_Node_method__input>`.
  25. Tutorials
  26. ---------
  27. - `#actions <../tutorials/inputs/inputevent.html#actions>`_ in :doc:`../tutorials/inputs/inputevent`
  28. Property Descriptions
  29. ---------------------
  30. .. _class_InputEventAction_property_action:
  31. - :ref:`String<class_String>` **action**
  32. +-----------+-------------------+
  33. | *Default* | "" |
  34. +-----------+-------------------+
  35. | *Setter* | set_action(value) |
  36. +-----------+-------------------+
  37. | *Getter* | get_action() |
  38. +-----------+-------------------+
  39. The action's name. Actions are accessed via this :ref:`String<class_String>`.
  40. .. _class_InputEventAction_property_pressed:
  41. - :ref:`bool<class_bool>` **pressed**
  42. +-----------+--------------------+
  43. | *Default* | false |
  44. +-----------+--------------------+
  45. | *Setter* | set_pressed(value) |
  46. +-----------+--------------------+
  47. | *Getter* | is_pressed() |
  48. +-----------+--------------------+
  49. If ``true``, the action's state is pressed. If ``false``, the action's state is released.
  50. .. _class_InputEventAction_property_strength:
  51. - :ref:`float<class_float>` **strength**
  52. +-----------+---------------------+
  53. | *Default* | 1.0 |
  54. +-----------+---------------------+
  55. | *Setter* | set_strength(value) |
  56. +-----------+---------------------+
  57. | *Getter* | get_strength() |
  58. +-----------+---------------------+
  59. The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is ``false``. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.