Inheritance #

Table of contents

InputMap #

is_instantiable, core, not_builtin_classes, singleton

A singleton that manages all InputEventActions.

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.

Members #

Methods #

func action_add_event(event: InputEvent) -> void#

Adds an InputEvent to an action. This InputEvent will trigger the action.

func action_erase_event(event: InputEvent) -> void#

Removes an InputEvent from an action.

func action_erase_events(action: StringName) -> void#

Removes all events from an action.

func action_get_deadzone(action: StringName) -> float#

Returns a deadzone value for the action.

func action_get_events(action: StringName) -> InputEvent[]#

Returns an array of InputEvents 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.

func action_has_event(event: InputEvent) -> bool#

Returns true if the action has the given InputEvent associated with it.

func action_set_deadzone(deadzone: float) -> void#

Sets a deadzone value for the action.

func add_action(deadzone: float = 0.2) -> void#

Adds an empty action to the InputMap with a configurable deadzone.

An InputEvent can then be added to this action with action_add_event.

func erase_action(action: StringName) -> void#

Removes an action from the InputMap.

const func event_is_action(exact_match: bool = false) -> bool#

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.

func get_actions() -> StringName[]#

Returns an array of all actions in the InputMap.

const func has_action(action: StringName) -> bool#

Returns true if the InputMap has a registered action with the given name.

func load_from_project_settings() -> void#

Clears all InputEventAction in the InputMap and load it anew from ProjectSettings.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #