- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
22 lines
1.2 KiB
XML
22 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="InputEventJoypadButton" inherits="InputEvent" keywords="gamepad, controller" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Represents a gamepad button being pressed or released.
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</brief_description>
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<description>
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Input event type for gamepad buttons. For gamepad analog sticks and joysticks, see [InputEventJoypadMotion].
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</description>
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<tutorials>
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<link title="Using InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
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</tutorials>
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<members>
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<member name="button_index" type="int" setter="set_button_index" getter="get_button_index" enum="JoyButton" default="0">
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Button identifier. One of the [enum JoyButton] button constants.
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</member>
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<member name="pressed" type="bool" setter="set_pressed" getter="is_pressed" default="false">
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If [code]true[/code], the button's state is pressed. If [code]false[/code], the button's state is released.
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</member>
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<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0" deprecated="This property is never set by the engine and is always [code]0[/code].">
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</member>
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</members>
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</class>
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