Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

InputEventScreenDrag

繼承: InputEventFromWindow < InputEvent < Resource < RefCounted < Object

代表螢幕拖拽事件。

說明

存放與螢幕拖拽事件相關的資訊。見 Node._input()

教學

屬性

int

index

0

bool

pen_inverted

false

Vector2

position

Vector2(0, 0)

float

pressure

0.0

Vector2

relative

Vector2(0, 0)

Vector2

screen_relative

Vector2(0, 0)

Vector2

screen_velocity

Vector2(0, 0)

Vector2

tilt

Vector2(0, 0)

Vector2

velocity

Vector2(0, 0)


屬性說明

int index = 0 🔗

  • void set_index(value: int)

  • int get_index()

多次拖動事件中的拖動事件索引。


bool pen_inverted = false 🔗

  • void set_pen_inverted(value: bool)

  • bool get_pen_inverted()

正在使用手寫筆的橡皮端時,會返回 true


Vector2 position = Vector2(0, 0) 🔗

The drag position in the viewport the node is in, using the coordinate system of this viewport.


float pressure = 0.0 🔗

  • void set_pressure(value: float)

  • float get_pressure()

表示使用者對筆施加的壓力。範圍從 0.01.0


Vector2 relative = Vector2(0, 0) 🔗

The drag position relative to the previous position (position at the last frame).

Note: relative is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. This means touch sensitivity will appear different depending on resolution when using relative in a script that handles touch aiming. To avoid this, use screen_relative instead.


Vector2 screen_relative = Vector2(0, 0) 🔗

  • void set_screen_relative(value: Vector2)

  • Vector2 get_screen_relative()

The unscaled drag position relative to the previous position in screen coordinates (position at the last frame). This position is not scaled according to the content scale factor or calls to InputEvent.xformed_by(). This should be preferred over relative for touch aiming regardless of the project's stretch mode.


Vector2 screen_velocity = Vector2(0, 0) 🔗

  • void set_screen_velocity(value: Vector2)

  • Vector2 get_screen_velocity()

The unscaled drag velocity in pixels per second in screen coordinates. This velocity is not scaled according to the content scale factor or calls to InputEvent.xformed_by(). This should be preferred over velocity for touch aiming regardless of the project's stretch mode.


Vector2 tilt = Vector2(0, 0) 🔗

代表筆的傾斜角度。正的 X 座標值表示向右傾斜。正的Y座標值表示向使用者自身傾斜。兩個軸的範圍是 -1.01.0


Vector2 velocity = Vector2(0, 0) 🔗

The drag velocity.

Note: velocity is automatically scaled according to the content scale factor, which is defined by the project's stretch mode settings. This means touch sensitivity will appear different depending on resolution when using velocity in a script that handles touch aiming. To avoid this, use screen_velocity instead.