InputMap
Inherits: Object
A singleton that manages all InputEventAction\ s.
Description
Manages all InputEventAction which can be created/modified from the project settings menu Project > Project Settings > Input Map or in code with add_action() and action_add_event(). See Node._input().
Tutorials
Methods
void | action_add_event\ (\ action: StringName, event: InputEvent\ ) |
|---|---|
void | action_erase_event\ (\ action: StringName, event: InputEvent\ ) |
void | action_erase_events\ (\ action: StringName\ ) |
| float | action_get_deadzone\ (\ action: StringName\ ) |
| Array[InputEvent] | action_get_events\ (\ action: StringName\ ) |
| bool | action_has_event\ (\ action: StringName, event: InputEvent\ ) |
void | action_set_deadzone\ (\ action: StringName, deadzone: float\ ) |
void | add_action\ (\ action: StringName, deadzone: float = 0.2\ ) |
void | erase_action\ (\ action: StringName\ ) |
| bool | event_is_action\ (\ event: InputEvent, action: StringName, exact_match: bool = false\ ) const |
| String | get_action_description\ (\ action: StringName\ ) const |
| Array[StringName] | get_actions\ (\ ) |
| bool | has_action\ (\ action: StringName\ ) const |
void | load_from_project_settings\ (\ ) |
Method Descriptions
void action_add_event\ (\ action: StringName, event: InputEvent\ ) 🔗
Adds an InputEvent to an action. This InputEvent will trigger the action.
void action_erase_event\ (\ action: StringName, event: InputEvent\ ) 🔗
Removes an InputEvent from an action.
void action_erase_events\ (\ action: StringName\ ) 🔗
Removes all events from an action.
float action_get_deadzone\ (\ action: StringName\ ) 🔗
Returns a deadzone value for the action.
Array[InputEvent] action_get_events\ (\ action: StringName\ ) 🔗
Returns an array of InputEvent\ s associated with a given action.
\ Note: When used in the editor (e.g. a tool script or EditorPlugin), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the input/* settings from ProjectSettings.
bool action_has_event\ (\ action: StringName, event: InputEvent\ ) 🔗
Returns true if the action has the given InputEvent associated with it.
void action_set_deadzone\ (\ action: StringName, deadzone: float\ ) 🔗
Sets a deadzone value for the action.
void add_action\ (\ action: StringName, deadzone: float = 0.2\ ) 🔗
Adds an empty action to the InputMap with a configurable deadzone.
An InputEvent can then be added to this action with action_add_event().
void erase_action\ (\ action: StringName\ ) 🔗
Removes an action from the InputMap.
bool event_is_action\ (\ event: InputEvent, action: StringName, exact_match: bool = false\ ) const 🔗
Returns true if the given event is part of an existing action. This method ignores keyboard modifiers if the given InputEvent is not pressed (for proper release detection). See action_has_event() if you don't want this behavior.
If exact_match is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.
String get_action_description\ (\ action: StringName\ ) const 🔗
Returns the human-readable description of the given action.
Array[StringName] get_actions\ (\ ) 🔗
Returns an array of all actions in the InputMap.
bool has_action\ (\ action: StringName\ ) const 🔗
Returns true if the InputMap has a registered action with the given name.
void load_from_project_settings\ (\ ) 🔗
Clears all InputEventAction in the InputMap and load it anew from ProjectSettings.