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Document that Input.is_action
should not be used during input-handling
In most cases `InputEvent.is_action*` is more appropriate during input-handling.
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@ -211,6 +211,7 @@
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If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] pressed. An action can be pressed and released again rapidly, and [code]true[/code] will still be returned so as not to miss input.
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[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may return [code]false[/code] even if one of the action's keys is pressed. See [url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input examples[/url] in the documentation for more information.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_pressed] instead to query the action state of the current event.
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</description>
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</method>
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<method name="is_action_just_released" qualifiers="const">
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@ -221,6 +222,7 @@
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Returns [code]true[/code] when the user [i]stops[/i] pressing the action event in the current frame or physics tick. It will only return [code]true[/code] on the frame or tick that the user releases the button.
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If [code]exact[/code] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
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[b]Note:[/b] Returning [code]true[/code] does not imply that the action is [i]still[/i] not pressed. An action can be released and pressed again rapidly, and [code]true[/code] will still be returned so as not to miss input.
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[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method InputEvent.is_action_released] instead to query the action state of the current event.
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</description>
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</method>
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<method name="is_action_pressed" qualifiers="const">
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