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Merge pull request #31445 from KoBeWi/how_to_input

Clarify usage of action_press
Rémi Verschelde 6 gadi atpakaļ
vecāks
revīzija
80c2f303ae
1 mainītis faili ar 9 papildinājumiem un 1 dzēšanām
  1. 9 1
      doc/classes/Input.xml

+ 9 - 1
doc/classes/Input.xml

@@ -20,6 +20,7 @@
 			<description>
 			<description>
 				This will simulate pressing the specified action.
 				This will simulate pressing the specified action.
 				The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
 				The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.
+				[b]Note:[/b] This method will not cause any [method Node._input] calls. It is intended to be used with [method is_action_pressed] and [method is_action_just_pressed]. If you want to simulate [code]_input[/code], use [method parse_input_event] instead.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="action_release">
 		<method name="action_release">
@@ -283,7 +284,14 @@
 			<argument index="0" name="event" type="InputEvent">
 			<argument index="0" name="event" type="InputEvent">
 			</argument>
 			</argument>
 			<description>
 			<description>
-				Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code.
+				Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
+				Example:
+				[codeblock]
+				var a = InputEventAction.new()
+				a.action = "ui_cancel"
+				a.pressed = true
+				Input.parse_input_event(a)
+				[/codeblock]
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="remove_joy_mapping">
 		<method name="remove_joy_mapping">