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Merge pull request #13 from est31/fix_links
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Fix deadlink, more canonical reference, and better wording
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akien-mga committed Feb 22, 2016
2 parents e1e845c + cabe196 commit 0b8c3fc
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2 changes: 1 addition & 1 deletion tutorials/2d/custom_gui_controls.rst
Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ Simply override it in your control. No processing needs to be set.
if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==BUTTON_LEFT and ev.pressed):
print("Left mouse button was pressed!")

For more information about events themselves, check the [[Input Events]]
For more information about events themselves, check the :ref:`doc_inputevent`
tutorial.

Notifications
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6 changes: 3 additions & 3 deletions tutorials/engine/inputevent.rst
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Expand Up @@ -47,7 +47,7 @@ not spread any more.
will be called (enable with
:ref:`Node.set_process_unhandled_input() <class_Node_set_process_unhandled_input>`) and override
:ref:`Node._unhandled_input() <class_Node__unhandled_input>`). If any function consumes the
event, it can call [[SceneTree.set_input_as_handled()]], and the
event, it can call :ref:`SceneTree.set_input_as_handled() <class_SceneTree_set_input_as_handled>`, and the
event will not spread any more.
4. If no one wanted the event so far, and a :ref:`Camera <class_Camera>` is assigned
to the Viewport, a ray to the physics world (in the ray direction from
Expand Down Expand Up @@ -116,8 +116,8 @@ logic. This allows for:
- Input to be reconfigured at run-time.

Actions can be created from the Project Settings menu in the Actions
tab. If you read the :ref:`doc_simple_2d_game`, there is an explanation on how
does the action editor work.
tab. If you read the :ref:`doc_simple_2d_game` tutorial, there is an
explanation on how the action editor works.

Any event has the methods :ref:`InputEvent.is_action() <class_InputEvent_is_action>`,
:ref:`InputEvent.is_pressed() <class_InputEvent_is_pressed>` and :ref:`InputEvent <class_InputEvent>`.
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