godot/doc/classes/InputEventScreenDrag.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputEventScreenDrag" inherits="InputEventFromWindow" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Represents a screen drag event.
	</brief_description>
	<description>
		Stores information about screen drag events. See [method Node._input].
	</description>
	<tutorials>
		<link title="Using InputEvent">$DOCS_URL/tutorials/inputs/inputevent.html</link>
	</tutorials>
	<members>
		<member name="index" type="int" setter="set_index" getter="get_index" default="0">
			The drag event index in the case of a multi-drag event.
		</member>
		<member name="pen_inverted" type="bool" setter="set_pen_inverted" getter="get_pen_inverted" default="false">
			Returns [code]true[/code] when using the eraser end of a stylus pen.
		</member>
		<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
			The drag position in the viewport the node is in, using the coordinate system of this viewport.
		</member>
		<member name="pressure" type="float" setter="set_pressure" getter="get_pressure" default="0.0">
			Represents the pressure the user puts on the pen. Ranges from [code]0.0[/code] to [code]1.0[/code].
		</member>
		<member name="relative" type="Vector2" setter="set_relative" getter="get_relative" default="Vector2(0, 0)">
			The drag position relative to the previous position (position at the last frame).
			[b]Note:[/b] [member 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 [member relative] in a script that handles touch aiming. To avoid this, use [member screen_relative] instead.
		</member>
		<member name="screen_relative" type="Vector2" setter="set_screen_relative" getter="get_screen_relative" default="Vector2(0, 0)">
			The unscaled drag position relative to the previous position in screen coordinates (position at the last frame). This position is [i]not[/i] scaled according to the content scale factor or calls to [method InputEvent.xformed_by]. This should be preferred over [member relative] for touch aiming regardless of the project's stretch mode.
		</member>
		<member name="screen_velocity" type="Vector2" setter="set_screen_velocity" getter="get_screen_velocity" default="Vector2(0, 0)">
			The unscaled drag velocity in pixels per second in screen coordinates. This velocity is [i]not[/i] scaled according to the content scale factor or calls to [method InputEvent.xformed_by]. This should be preferred over [member velocity] for touch aiming regardless of the project's stretch mode.
		</member>
		<member name="tilt" type="Vector2" setter="set_tilt" getter="get_tilt" default="Vector2(0, 0)">
			Represents the angles of tilt of the pen. Positive X-coordinate value indicates a tilt to the right. Positive Y-coordinate value indicates a tilt toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both axes.
		</member>
		<member name="velocity" type="Vector2" setter="set_velocity" getter="get_velocity" default="Vector2(0, 0)">
			The drag velocity.
			[b]Note:[/b] [member 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 [member velocity] in a script that handles touch aiming. To avoid this, use [member screen_velocity] instead.
		</member>
	</members>
</class>