classref: Sync with current master branch (96cdbbe)

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@@ -21,7 +21,7 @@ Description
The **Input** singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the **Input Map** tab in **Project > Project Settings**, or with the :ref:`InputMap<class_InputMap>` class.
\ **Note:** **Input**'s methods reflect the global input state and are not affected by :ref:`Control.accept_event<class_Control_method_accept_event>` or :ref:`Viewport.set_input_as_handled<class_Viewport_method_set_input_as_handled>`, as those methods only deal with the way input is propagated in the :ref:`SceneTree<class_SceneTree>`.
\ **Note:** **Input**'s methods reflect the global input state and are not affected by :ref:`Control.accept_event()<class_Control_method_accept_event>` or :ref:`Viewport.set_input_as_handled()<class_Viewport_method_set_input_as_handled>`, as those methods only deal with the way input is propagated in the :ref:`SceneTree<class_SceneTree>`.
.. rst-class:: classref-introduction-group
@@ -480,7 +480,7 @@ 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.
\ **Note:** This method will not cause any :ref:`Node._input<class_Node_private_method__input>` calls. It is intended to be used with :ref:`is_action_pressed<class_Input_method_is_action_pressed>` and :ref:`is_action_just_pressed<class_Input_method_is_action_just_pressed>`. If you want to simulate ``_input``, use :ref:`parse_input_event<class_Input_method_parse_input_event>` instead.
\ **Note:** This method will not cause any :ref:`Node._input()<class_Node_private_method__input>` calls. It is intended to be used with :ref:`is_action_pressed()<class_Input_method_is_action_pressed>` and :ref:`is_action_just_pressed()<class_Input_method_is_action_just_pressed>`. If you want to simulate ``_input``, use :ref:`parse_input_event()<class_Input_method_parse_input_event>` instead.
.. rst-class:: classref-item-separator
@@ -546,7 +546,7 @@ Note this method returns an empty :ref:`Vector3<class_Vector3>` when running fro
:ref:`float<class_float>` **get_action_raw_strength**\ (\ action\: :ref:`StringName<class_StringName>`, exact_match\: :ref:`bool<class_bool>` = false\ ) |const| :ref:`🔗<class_Input_method_get_action_raw_strength>`
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use :ref:`get_action_strength<class_Input_method_get_action_strength>` instead.
Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use :ref:`get_action_strength()<class_Input_method_get_action_strength>` instead.
If ``exact_match`` is ``false``, it ignores additional input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
@@ -772,7 +772,7 @@ Returns the magnetic field strength in micro-Tesla for all axes of the device's
|bitfield|\[:ref:`MouseButtonMask<enum_@GlobalScope_MouseButtonMask>`\] **get_mouse_button_mask**\ (\ ) |const| :ref:`🔗<class_Input_method_get_mouse_button_mask>`
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to :ref:`DisplayServer.mouse_get_button_state<class_DisplayServer_method_mouse_get_button_state>`.
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent to :ref:`DisplayServer.mouse_get_button_state()<class_DisplayServer_method_mouse_get_button_state>`.
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@@ -808,9 +808,9 @@ If ``exact_match`` is ``false``, it ignores additional input modifiers for :ref:
\ **Note:** Returning ``true`` does not imply that the action is *still* pressed. An action can be pressed and released again rapidly, and ``true`` will still be returned so as not to miss input.
\ **Note:** Due to keyboard ghosting, :ref:`is_action_just_pressed<class_Input_method_is_action_just_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
\ **Note:** Due to keyboard ghosting, :ref:`is_action_just_pressed()<class_Input_method_is_action_just_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
\ **Note:** During input handling (e.g. :ref:`Node._input<class_Node_private_method__input>`), use :ref:`InputEvent.is_action_pressed<class_InputEvent_method_is_action_pressed>` instead to query the action state of the current event.
\ **Note:** During input handling (e.g. :ref:`Node._input()<class_Node_private_method__input>`), use :ref:`InputEvent.is_action_pressed()<class_InputEvent_method_is_action_pressed>` instead to query the action state of the current event.
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@@ -828,7 +828,7 @@ Returns ``true`` when the user *stops* pressing the action event in the current
If ``exact_match`` is ``false``, it ignores additional input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
\ **Note:** During input handling (e.g. :ref:`Node._input<class_Node_private_method__input>`), use :ref:`InputEvent.is_action_released<class_InputEvent_method_is_action_released>` instead to query the action state of the current event.
\ **Note:** During input handling (e.g. :ref:`Node._input()<class_Node_private_method__input>`), use :ref:`InputEvent.is_action_released()<class_InputEvent_method_is_action_released>` instead to query the action state of the current event.
.. rst-class:: classref-item-separator
@@ -844,7 +844,7 @@ Returns ``true`` if you are pressing the action event.
If ``exact_match`` is ``false``, it ignores additional input modifiers for :ref:`InputEventKey<class_InputEventKey>` and :ref:`InputEventMouseButton<class_InputEventMouseButton>` events, and the direction for :ref:`InputEventJoypadMotion<class_InputEventJoypadMotion>` events.
\ **Note:** Due to keyboard ghosting, :ref:`is_action_pressed<class_Input_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
\ **Note:** Due to keyboard ghosting, :ref:`is_action_pressed()<class_Input_method_is_action_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
.. rst-class:: classref-item-separator
@@ -856,7 +856,7 @@ If ``exact_match`` is ``false``, it ignores additional input modifiers for :ref:
:ref:`bool<class_bool>` **is_anything_pressed**\ (\ ) |const| :ref:`🔗<class_Input_method_is_anything_pressed>`
Returns ``true`` if any action, key, joypad button, or mouse button is being pressed. This will also return ``true`` if any action is simulated via code by calling :ref:`action_press<class_Input_method_action_press>`.
Returns ``true`` if any action, key, joypad button, or mouse button is being pressed. This will also return ``true`` if any action is simulated via code by calling :ref:`action_press()<class_Input_method_action_press>`.
.. rst-class:: classref-item-separator
@@ -906,9 +906,9 @@ Returns ``true`` if you are pressing the key with the ``keycode`` printed on it.
Returns ``true`` if you are pressing the Latin key in the current keyboard layout. You can pass a :ref:`Key<enum_@GlobalScope_Key>` constant.
\ :ref:`is_key_pressed<class_Input_method_is_key_pressed>` is only recommended over :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>`.
\ :ref:`is_key_pressed()<class_Input_method_is_key_pressed>` is only recommended over :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>` in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>`.
\ **Note:** Due to keyboard ghosting, :ref:`is_key_pressed<class_Input_method_is_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
\ **Note:** Due to keyboard ghosting, :ref:`is_key_pressed()<class_Input_method_is_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
.. rst-class:: classref-item-separator
@@ -934,9 +934,9 @@ Returns ``true`` if you are pressing the mouse button specified with :ref:`Mouse
Returns ``true`` if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a :ref:`Key<enum_@GlobalScope_Key>` constant.
\ :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` is recommended over :ref:`is_key_pressed<class_Input_method_is_key_pressed>` for in-game actions, as it will make :kbd:`W`/:kbd:`A`/:kbd:`S`/:kbd:`D` layouts work regardless of the user's keyboard layout. :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` will also ensure that the top row number keys work on any keyboard layout. If in doubt, use :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>`.
\ :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>` is recommended over :ref:`is_key_pressed()<class_Input_method_is_key_pressed>` for in-game actions, as it will make :kbd:`W`/:kbd:`A`/:kbd:`S`/:kbd:`D` layouts work regardless of the user's keyboard layout. :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>` will also ensure that the top row number keys work on any keyboard layout. If in doubt, use :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>`.
\ **Note:** Due to keyboard ghosting, :ref:`is_physical_key_pressed<class_Input_method_is_physical_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
\ **Note:** Due to keyboard ghosting, :ref:`is_physical_key_pressed()<class_Input_method_is_physical_key_pressed>` may return ``false`` even if one of the action's keys is pressed. See `Input examples <../tutorials/inputs/input_examples.html#keyboard-events>`__ in the documentation for more information.
.. rst-class:: classref-item-separator
@@ -948,7 +948,7 @@ Returns ``true`` if you are pressing the key in the physical location on the 101
|void| **parse_input_event**\ (\ event\: :ref:`InputEvent<class_InputEvent>`\ ) :ref:`🔗<class_Input_method_parse_input_event>`
Feeds an :ref:`InputEvent<class_InputEvent>` to the game. Can be used to artificially trigger input events from code. Also generates :ref:`Node._input<class_Node_private_method__input>` calls.
Feeds an :ref:`InputEvent<class_InputEvent>` to the game. Can be used to artificially trigger input events from code. Also generates :ref:`Node._input()<class_Node_private_method__input>` calls.
.. tabs::
@@ -969,7 +969,7 @@ Feeds an :ref:`InputEvent<class_InputEvent>` to the game. Can be used to artific
\ **Note:** Calling this function has no influence on the operating system. So for example sending an :ref:`InputEventMouseMotion<class_InputEventMouseMotion>` will not move the OS mouse cursor to the specified position (use :ref:`warp_mouse<class_Input_method_warp_mouse>` instead) and sending :kbd:`Alt/Cmd + Tab` as :ref:`InputEventKey<class_InputEventKey>` won't toggle between active windows.
\ **Note:** Calling this function has no influence on the operating system. So for example sending an :ref:`InputEventMouseMotion<class_InputEventMouseMotion>` will not move the OS mouse cursor to the specified position (use :ref:`warp_mouse()<class_Input_method_warp_mouse>` instead) and sending :kbd:`Alt/Cmd + Tab` as :ref:`InputEventKey<class_InputEventKey>` won't toggle between active windows.
.. rst-class:: classref-item-separator
@@ -1103,7 +1103,7 @@ Queries whether an input device should be ignored or not. Devices can be ignored
|void| **start_joy_vibration**\ (\ device\: :ref:`int<class_int>`, weak_magnitude\: :ref:`float<class_float>`, strong_magnitude\: :ref:`float<class_float>`, duration\: :ref:`float<class_float>` = 0\ ) :ref:`🔗<class_Input_method_start_joy_vibration>`
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. ``weak_magnitude`` is the strength of the weak motor (between 0 and 1) and ``strong_magnitude`` is the strength of the strong motor (between 0 and 1). ``duration`` is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling :ref:`stop_joy_vibration<class_Input_method_stop_joy_vibration>`.
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. ``weak_magnitude`` is the strength of the weak motor (between 0 and 1) and ``strong_magnitude`` is the strength of the strong motor (between 0 and 1). ``duration`` is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by calling :ref:`stop_joy_vibration()<class_Input_method_stop_joy_vibration>`.
\ **Note:** Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
@@ -1119,7 +1119,7 @@ Starts to vibrate the joypad. Joypads usually come with two rumble motors, a str
|void| **stop_joy_vibration**\ (\ device\: :ref:`int<class_int>`\ ) :ref:`🔗<class_Input_method_stop_joy_vibration>`
Stops the vibration of the joypad started with :ref:`start_joy_vibration<class_Input_method_start_joy_vibration>`.
Stops the vibration of the joypad started with :ref:`start_joy_vibration()<class_Input_method_start_joy_vibration>`.
.. rst-class:: classref-item-separator
@@ -1137,13 +1137,13 @@ Vibrate the handheld device for the specified duration in milliseconds.
\ **Note:** This method is implemented on Android, iOS, and Web. It has no effect on other platforms.
\ **Note:** For Android, :ref:`vibrate_handheld<class_Input_method_vibrate_handheld>` requires enabling the ``VIBRATE`` permission in the export preset. Otherwise, :ref:`vibrate_handheld<class_Input_method_vibrate_handheld>` will have no effect.
\ **Note:** For Android, :ref:`vibrate_handheld()<class_Input_method_vibrate_handheld>` requires enabling the ``VIBRATE`` permission in the export preset. Otherwise, :ref:`vibrate_handheld()<class_Input_method_vibrate_handheld>` will have no effect.
\ **Note:** For iOS, specifying the duration is only supported in iOS 13 and later.
\ **Note:** For Web, the amplitude cannot be changed.
\ **Note:** Some web browsers such as Safari and Firefox for Android do not support :ref:`vibrate_handheld<class_Input_method_vibrate_handheld>`.
\ **Note:** Some web browsers such as Safari and Firefox for Android do not support :ref:`vibrate_handheld()<class_Input_method_vibrate_handheld>`.
.. rst-class:: classref-item-separator
@@ -1159,7 +1159,7 @@ Sets the mouse position to the specified vector, provided in pixels and relative
Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if :ref:`MouseMode<enum_Input_MouseMode>` is set to :ref:`MOUSE_MODE_CONFINED<class_Input_constant_MOUSE_MODE_CONFINED>` or :ref:`MOUSE_MODE_CONFINED_HIDDEN<class_Input_constant_MOUSE_MODE_CONFINED_HIDDEN>`.
\ **Note:** :ref:`warp_mouse<class_Input_method_warp_mouse>` is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
\ **Note:** :ref:`warp_mouse()<class_Input_method_warp_mouse>` is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`