godot/doc/classes/InputEventAction.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

28 lines
1.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventAction" inherits="InputEvent" category="Core" version="3.2">
<brief_description>
Input event type for actions.
</brief_description>
<description>
Contains a generic action which can be targeted from several types of inputs. Actions can be created from the [b]Input Map[/b] tab in the [b]Project &gt; Project Settings[/b] menu. See [method Node._input].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#actions</link>
</tutorials>
<methods>
</methods>
<members>
<member name="action" type="String" setter="set_action" getter="get_action">
The action's name. Actions are accessed via this [String].
</member>
<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed">
If [code]true[/code], the action's state is pressed. If [code]false[/code], the action's state is released.
</member>
<member name="strength" type="float" setter="set_strength" getter="get_strength">
The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is [code]false[/code]. The event strength allows faking analog joypad motion events, by precising how strongly is the joypad axis bent or pressed.
</member>
</members>
<constants>
</constants>
</class>