Documentation
¶
Overview ¶
Package InputEventMouseMotion provides methods for working with InputEventMouseMotion object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsInputEvent() InputEvent.Instance
- func (self Instance) AsInputEventFromWindow() InputEventFromWindow.Instance
- func (self Instance) AsInputEventMouse() InputEventMouse.Instance
- func (self Instance) AsInputEventMouseMotion() Instance
- func (self Instance) AsInputEventWithModifiers() InputEventWithModifiers.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) PenInverted() bool
- func (self Instance) Pressure() Float.X
- func (self Instance) Relative() Vector2.XY
- func (self Instance) ScreenRelative() Vector2.XY
- func (self Instance) ScreenVelocity() Vector2.XY
- func (self Instance) SetPenInverted(value bool)
- func (self Instance) SetPressure(value Float.X)
- func (self Instance) SetRelative(value Vector2.XY)
- func (self Instance) SetScreenRelative(value Vector2.XY)
- func (self Instance) SetScreenVelocity(value Vector2.XY)
- func (self Instance) SetTilt(value Vector2.XY)
- func (self Instance) SetVelocity(value Vector2.XY)
- func (self Instance) Tilt() Vector2.XY
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Velocity() Vector2.XY
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.InputEventMouseMotion
Stores information about a mouse or a pen motion. This includes relative position, absolute position, and velocity. See [method Node._input]. [b]Note:[/b] By default, this event is only emitted once per frame rendered at most. If you need more precise input reporting, set [member Input.use_accumulated_input] to [code]false[/code] to make events emitted as often as possible. If you use InputEventMouseMotion to draw lines, consider using [method Geometry2D.bresenham_line] as well to avoid visible gaps in lines if the user is moving the mouse quickly. [b]Note:[/b] This event may be emitted even when the mouse hasn't moved, either by the operating system or by Godot itself. If you really need to know if the mouse has moved (e.g. to suppress displaying a tooltip), you should check that [code]relative.is_zero_approx()[/code] is [code]false[/code].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsInputEvent ¶
func (self Instance) AsInputEvent() InputEvent.Instance
func (Instance) AsInputEventFromWindow ¶
func (self Instance) AsInputEventFromWindow() InputEventFromWindow.Instance
func (Instance) AsInputEventMouse ¶
func (self Instance) AsInputEventMouse() InputEventMouse.Instance
func (Instance) AsInputEventMouseMotion ¶
func (Instance) AsInputEventWithModifiers ¶
func (self Instance) AsInputEventWithModifiers() InputEventWithModifiers.Instance
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted