feat: updated engine version to 4.4-rc1
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@ -118,7 +118,8 @@
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<return type="String" />
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<param index="0" name="device" type="int" />
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<description>
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Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
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Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns an empty string if it cannot be found. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
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On Windows, all XInput joypad GUIDs will be overridden by Godot to [code]__XINPUT_DEVICE__[/code], because their mappings are the same.
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</description>
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</method>
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<method name="get_joy_info" qualifiers="const">
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@ -126,13 +127,16 @@
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<param index="0" name="device" type="int" />
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<description>
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Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.
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On Windows the dictionary contains the following fields:
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[code]xinput_index[/code]: The index of the controller in the XInput system.
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On Windows, the dictionary contains the following fields:
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[code]xinput_index[/code]: The index of the controller in the XInput system. Undefined for DirectInput devices.
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[code]vendor_id[/code]: The USB vendor ID of the device.
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[code]product_id[/code]: The USB product ID of the device.
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On Linux:
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[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database.
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[code]vendor_id[/code]: The USB vendor ID of the device.
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[code]product_id[/code]: The USB product ID of the device.
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[code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
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[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, and macOS.
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</description>
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</method>
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<method name="get_joy_name">
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@ -286,7 +290,6 @@
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<param index="0" name="event" type="InputEvent" />
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<description>
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Feeds an [InputEvent] to the game. Can be used to artificially trigger input events from code. Also generates [method Node._input] calls.
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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var cancel_event = InputEventAction.new()
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@ -308,7 +311,8 @@
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<return type="void" />
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<param index="0" name="guid" type="String" />
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<description>
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Removes all mappings from the internal database that match the given GUID.
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Removes all mappings from the internal database that match the given GUID. All currently connected joypads that use this GUID will become unmapped.
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On Android, Godot will map to an internal fallback mapping.
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</description>
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</method>
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<method name="set_accelerometer">
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@ -460,6 +464,9 @@
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<constant name="MOUSE_MODE_CONFINED_HIDDEN" value="4" enum="MouseMode">
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Confines the mouse cursor to the game window, and make it hidden.
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</constant>
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<constant name="MOUSE_MODE_MAX" value="5" enum="MouseMode">
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Max value of the [enum MouseMode].
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</constant>
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<constant name="CURSOR_ARROW" value="0" enum="CursorShape">
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Arrow cursor. Standard, default pointing cursor.
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</constant>
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