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Minor edits.

Mikael Säker 7 years ago
parent
commit
572a7a5e3b
1 changed files with 4 additions and 4 deletions
  1. 4 4
      docs/en/manuals/input.md

+ 4 - 4
docs/en/manuals/input.md

@@ -3,7 +3,7 @@ title: Device input in Defold
 brief: This manual explains how input works, how to capture input actions and create interactive script reactions.
 brief: This manual explains how input works, how to capture input actions and create interactive script reactions.
 ---
 ---
 
 
-# Device input
+# Input
 
 
 All user input is captured by the engine and dispatched as actions to script- and GUI script components in game objects that have acquired input focus and that implement the `on_input()` function. This manual explains how you set up bindings to capture input and how you create code that responds to it. 
 All user input is captured by the engine and dispatched as actions to script- and GUI script components in game objects that have acquired input focus and that implement the `on_input()` function. This manual explains how you set up bindings to capture input and how you create code that responds to it. 
 
 
@@ -154,13 +154,13 @@ Input actions are dispatched according to the input stack, from the top to the b
 
 
 ![Action dispatch](images/input/actions.png){srcset="images/input/[email protected] 2x"}
 ![Action dispatch](images/input/actions.png){srcset="images/input/[email protected] 2x"}
 
 
-Any component that is on the stack containing an `on_input()` function will have that function called with the following arguments:
+Any component that is on the stack containing an `on_input()` function will have that function called, once for each input action during the frame, with the following arguments:
 
 
 `self`
 `self`
 : The current script instance.
 : The current script instance.
 
 
 `action_id`
 `action_id`
-: The hashed name of the message, as set up in the input bindings.
+: The hashed name of the action, as set up in the input bindings.
 
 
 `action`
 `action`
 : A table containing the useful data about the action, like the value of the input, its location (absolute and delta positions), whether button input was `pressed` etc. See [on_input()](/ref/go#on_input) for details on the available action fields.
 : A table containing the useful data about the action, like the value of the input, its location (absolute and delta positions), whether button input was `pressed` etc. See [on_input()](/ref/go#on_input) for details on the available action fields.
@@ -269,6 +269,6 @@ It includes binaries for Windows, Linux and macOS. Run it from the command line:
 ./gdc
 ./gdc
 ```
 ```
 
 
-The tool will ask you to press different buttons on your connected controller. It will then output a new gamepads file with correct mappings for your controller. Save the new file, or merge it with your existing gamepads file, then update the setting in "game.project";
+The tool will ask you to press different buttons on your connected controller. It will then output a new gamepads file with correct mappings for your controller. Save the new file, or merge it with your existing gamepads file, then update the setting in "game.project":
 
 
 ![Gamepad settings](images/input/gamepad_setting.png){srcset="images/input/[email protected] 2x"}
 ![Gamepad settings](images/input/gamepad_setting.png){srcset="images/input/[email protected] 2x"}