Input

Inherits:Object

A singleton for handling inputs.

Description

TheInput singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in theInput Map tab inProject > Project Settings, or with theInputMap class.

Note:Input's methods reflect the global input state and are not affected byControl.accept_event() orViewport.set_input_as_handled(), as those methods only deal with the way input is propagated in theSceneTree.

Tutorials

Properties

bool

emulate_mouse_from_touch

bool

emulate_touch_from_mouse

MouseMode

mouse_mode

bool

use_accumulated_input

Methods

void

action_press(action:StringName, strength:float = 1.0)

void

action_release(action:StringName)

void

add_joy_mapping(mapping:String, update_existing:bool = false)

void

flush_buffered_events()

Vector3

get_accelerometer()const

float

get_action_raw_strength(action:StringName, exact_match:bool = false)const

float

get_action_strength(action:StringName, exact_match:bool = false)const

float

get_axis(negative_action:StringName, positive_action:StringName)const

Array[int]

get_connected_joypads()

CursorShape

get_current_cursor_shape()const

Vector3

get_gravity()const

Vector3

get_gyroscope()const

float

get_joy_axis(device:int, axis:JoyAxis)const

String

get_joy_guid(device:int)const

Dictionary

get_joy_info(device:int)const

String

get_joy_name(device:int)

float

get_joy_vibration_duration(device:int)

Vector2

get_joy_vibration_strength(device:int)

Vector2

get_last_mouse_screen_velocity()

Vector2

get_last_mouse_velocity()

Vector3

get_magnetometer()const

BitField[MouseButtonMask]

get_mouse_button_mask()const

Vector2

get_vector(negative_x:StringName, positive_x:StringName, negative_y:StringName, positive_y:StringName, deadzone:float = -1.0)const

bool

is_action_just_pressed(action:StringName, exact_match:bool = false)const

bool

is_action_just_released(action:StringName, exact_match:bool = false)const

bool

is_action_pressed(action:StringName, exact_match:bool = false)const

bool

is_anything_pressed()const

bool

is_joy_button_pressed(device:int, button:JoyButton)const

bool

is_joy_known(device:int)

bool

is_key_label_pressed(keycode:Key)const

bool

is_key_pressed(keycode:Key)const

bool

is_mouse_button_pressed(button:MouseButton)const

bool

is_physical_key_pressed(keycode:Key)const

void

parse_input_event(event:InputEvent)

void

remove_joy_mapping(guid:String)

void

set_accelerometer(value:Vector3)

void

set_custom_mouse_cursor(image:Resource, shape:CursorShape = 0, hotspot:Vector2 = Vector2(0, 0))

void

set_default_cursor_shape(shape:CursorShape = 0)

void

set_gravity(value:Vector3)

void

set_gyroscope(value:Vector3)

void

set_magnetometer(value:Vector3)

bool

should_ignore_device(vendor_id:int, product_id:int)const

void

start_joy_vibration(device:int, weak_magnitude:float, strong_magnitude:float, duration:float = 0)

void

stop_joy_vibration(device:int)

void

vibrate_handheld(duration_ms:int = 500, amplitude:float = -1.0)

void

warp_mouse(position:Vector2)


Signals

joy_connection_changed(device:int, connected:bool)🔗

Emitted when a joypad device has been connected or disconnected.


Enumerations

enumMouseMode:🔗

MouseModeMOUSE_MODE_VISIBLE =0

Makes the mouse cursor visible if it is hidden.

MouseModeMOUSE_MODE_HIDDEN =1

Makes the mouse cursor hidden if it is visible.

MouseModeMOUSE_MODE_CAPTURED =2

Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window.

Note: If you want to process the mouse's movement in this mode, you need to useInputEventMouseMotion.relative.

MouseModeMOUSE_MODE_CONFINED =3

Confines the mouse cursor to the game window, and make it visible.

MouseModeMOUSE_MODE_CONFINED_HIDDEN =4

Confines the mouse cursor to the game window, and make it hidden.

MouseModeMOUSE_MODE_MAX =5

Max value of theMouseMode.


enumCursorShape:🔗

CursorShapeCURSOR_ARROW =0

Arrow cursor. Standard, default pointing cursor.

CursorShapeCURSOR_IBEAM =1

I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.

CursorShapeCURSOR_POINTING_HAND =2

Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.

CursorShapeCURSOR_CROSS =3

Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.

CursorShapeCURSOR_WAIT =4

Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).

CursorShapeCURSOR_BUSY =5

Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.

CursorShapeCURSOR_DRAG =6

Drag cursor. Usually displayed when dragging something.

Note: Windows lacks a dragging cursor, soCURSOR_DRAG is the same asCURSOR_MOVE for this platform.

CursorShapeCURSOR_CAN_DROP =7

Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.

CursorShapeCURSOR_FORBIDDEN =8

Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.

CursorShapeCURSOR_VSIZE =9

Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.

CursorShapeCURSOR_HSIZE =10

Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.

CursorShapeCURSOR_BDIAGSIZE =11

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.

CursorShapeCURSOR_FDIAGSIZE =12

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite ofCURSOR_BDIAGSIZE. It tells the user they can resize the window or the panel both horizontally and vertically.

CursorShapeCURSOR_MOVE =13

Move cursor. Indicates that something can be moved.

CursorShapeCURSOR_VSPLIT =14

Vertical split mouse cursor. On Windows, it's the same asCURSOR_VSIZE.

CursorShapeCURSOR_HSPLIT =15

Horizontal split mouse cursor. On Windows, it's the same asCURSOR_HSIZE.

CursorShapeCURSOR_HELP =16

Help cursor. Usually a question mark.


Property Descriptions

boolemulate_mouse_from_touch🔗

Iftrue, sends mouse input events when tapping or swiping on the touchscreen. See alsoProjectSettings.input_devices/pointing/emulate_mouse_from_touch.


boolemulate_touch_from_mouse🔗

Iftrue, sends touch input events when clicking or dragging the mouse. See alsoProjectSettings.input_devices/pointing/emulate_touch_from_mouse.


MouseModemouse_mode🔗

Controls the mouse mode. SeeMouseMode for more information.


booluse_accumulated_input🔗

Iftrue, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.

Note: Input accumulation isenabled by default.


Method Descriptions

voidaction_press(action:StringName, strength:float = 1.0)🔗

This will simulate pressing the specified action.

The strength can be used for non-boolean actions, it's ranged between 0 and 1 representing the intensity of the given action.

Note: This method will not cause anyNode._input() calls. It is intended to be used withis_action_pressed() andis_action_just_pressed(). If you want to simulate_input, useparse_input_event() instead.


voidaction_release(action:StringName)🔗

If the specified action is already pressed, this will release it.


voidadd_joy_mapping(mapping:String, update_existing:bool = false)🔗

Adds a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.


voidflush_buffered_events()🔗

Sends all input events which are in the current buffer to the game loop. These events may have been buffered as a result of accumulated input (use_accumulated_input) or agile input flushing (ProjectSettings.input_devices/buffering/agile_event_flushing).

The engine will already do this itself at key execution points (at least once per frame). However, this can be useful in advanced cases where you want precise control over the timing of event handling.


Vector3get_accelerometer()const🔗

Returns the acceleration in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returnsVector3.ZERO.

Note this method returns an emptyVector3 when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.

Note: This method only works on Android and iOS. On other platforms, it always returnsVector3.ZERO.

Note: For Android,ProjectSettings.input_devices/sensors/enable_accelerometer must be enabled.


floatget_action_raw_strength(action:StringName, exact_match:bool = false)const🔗

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should useget_action_strength() instead.

Ifexact_match isfalse, it ignores additional input modifiers forInputEventKey andInputEventMouseButton events, and the direction forInputEventJoypadMotion events.


floatget_action_strength(action:StringName, exact_match:bool = false)const🔗

Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis such as the keyboard, the value returned will be 0 or 1.

Ifexact_match isfalse, it ignores additional input modifiers forInputEventKey andInputEventMouseButton events, and the direction forInputEventJoypadMotion events.


floatget_axis(negative_action:StringName, positive_action:StringName)const🔗

Get axis input by specifying two actions, one negative and one positive.

This is a shorthand for writingInput.get_action_strength("positive_action")-Input.get_action_strength("negative_action").


Array[int]get_connected_joypads()🔗

Returns anArray containing the device IDs of all currently connected joypads.


CursorShapeget_current_cursor_shape()const🔗

Returns the currently assigned cursor shape (seeCursorShape).


Vector3get_gravity()const🔗

Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returnsVector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returnsVector3.ZERO.

Note: For Android,ProjectSettings.input_devices/sensors/enable_gravity must be enabled.


Vector3get_gyroscope()const🔗

Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returnsVector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returnsVector3.ZERO.

Note: For Android,ProjectSettings.input_devices/sensors/enable_gyroscope must be enabled.


floatget_joy_axis(device:int, axis:JoyAxis)const🔗

Returns the current value of the joypad axis at given index (seeJoyAxis).


Stringget_joy_guid(device:int)const🔗

Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g.030000004c050000c405000000010000. Returns an empty string if it cannot be found. Godot uses theSDL2 game controller database to determine gamepad names and mappings based on this GUID.

On Windows, all XInput joypad GUIDs will be overridden by Godot to__XINPUT_DEVICE__, because their mappings are the same.


Dictionaryget_joy_info(device:int)const🔗

Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.

On Windows, the dictionary contains the following fields:

xinput_index: The index of the controller in the XInput system. Undefined for DirectInput devices.

vendor_id: The USB vendor ID of the device.

product_id: The USB product ID of the device.

On Linux:

raw_name: The name of the controller as it came from the OS, before getting renamed by the godot controller database.

vendor_id: The USB vendor ID of the device.

product_id: The USB product ID of the device.

steam_input_index: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.

Note: The returned dictionary is always empty on Web, iOS, Android, and macOS.


Stringget_joy_name(device:int)🔗

Returns the name of the joypad at the specified device index, e.g.PS4Controller. Godot uses theSDL2 game controller database to determine gamepad names.


floatget_joy_vibration_duration(device:int)🔗

Returns the duration of the current vibration effect in seconds.


Vector2get_joy_vibration_strength(device:int)🔗

Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.


Vector2get_last_mouse_screen_velocity()🔗

Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector2get_last_mouse_velocity()🔗

Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector3get_magnetometer()const🔗

Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returnsVector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returnsVector3.ZERO.

Note: For Android,ProjectSettings.input_devices/sensors/enable_magnetometer must be enabled.


BitField[MouseButtonMask]get_mouse_button_mask()const🔗

Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time, the bits are added together. Equivalent toDisplayServer.mouse_get_button_state().


Vector2get_vector(negative_x:StringName, positive_x:StringName, negative_y:StringName, positive_y:StringName, deadzone:float = -1.0)const🔗

Gets an input vector by specifying four actions for the positive and negative X and Y axes.

This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.

By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).


boolis_action_just_pressed(action:StringName, exact_match:bool = false)const🔗

Returnstrue when the user hasstarted pressing the action event in the current frame or physics tick. It will only returntrue on the frame or tick that the user pressed down the button.

This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.

Ifexact_match isfalse, it ignores additional input modifiers forInputEventKey andInputEventMouseButton events, and the direction forInputEventJoypadMotion events.

Note: Returningtrue does not imply that the action isstill pressed. An action can be pressed and released again rapidly, andtrue will still be returned so as not to miss input.

Note: Due to keyboard ghosting,is_action_just_pressed() may returnfalse even if one of the action's keys is pressed. SeeInput examples in the documentation for more information.

Note: During input handling (e.g.Node._input()), useInputEvent.is_action_pressed() instead to query the action state of the current event.


boolis_action_just_released(action:StringName, exact_match:bool = false)const🔗

Returnstrue when the userstops pressing the action event in the current frame or physics tick. It will only returntrue on the frame or tick that the user releases the button.

Note: Returningtrue does not imply that the action isstill not pressed. An action can be released and pressed again rapidly, andtrue will still be returned so as not to miss input.

Ifexact_match isfalse, it ignores additional input modifiers forInputEventKey andInputEventMouseButton events, and the direction forInputEventJoypadMotion events.

Note: During input handling (e.g.Node._input()), useInputEvent.is_action_released() instead to query the action state of the current event.


boolis_action_pressed(action:StringName, exact_match:bool = false)const🔗

Returnstrue if you are pressing the action event.

Ifexact_match isfalse, it ignores additional input modifiers forInputEventKey andInputEventMouseButton events, and the direction forInputEventJoypadMotion events.

Note: Due to keyboard ghosting,is_action_pressed() may returnfalse even if one of the action's keys is pressed. SeeInput examples in the documentation for more information.


boolis_anything_pressed()const🔗

Returnstrue if any action, key, joypad button, or mouse button is being pressed. This will also returntrue if any action is simulated via code by callingaction_press().


boolis_joy_button_pressed(device:int, button:JoyButton)const🔗

Returnstrue if you are pressing the joypad button (seeJoyButton).


boolis_joy_known(device:int)🔗

Returnstrue if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.


boolis_key_label_pressed(keycode:Key)const🔗

Returnstrue if you are pressing the key with thekeycode printed on it. You can pass aKey constant or any Unicode character code.


boolis_key_pressed(keycode:Key)const🔗

Returnstrue if you are pressing the Latin key in the current keyboard layout. You can pass aKey constant.

is_key_pressed() is only recommended overis_physical_key_pressed() in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, useis_physical_key_pressed().

Note: Due to keyboard ghosting,is_key_pressed() may returnfalse even if one of the action's keys is pressed. SeeInput examples in the documentation for more information.


boolis_mouse_button_pressed(button:MouseButton)const🔗

Returnstrue if you are pressing the mouse button specified withMouseButton.


boolis_physical_key_pressed(keycode:Key)const🔗

Returnstrue if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass aKey constant.

is_physical_key_pressed() is recommended overis_key_pressed() for in-game actions, as it will makeW/A/S/D layouts work regardless of the user's keyboard layout.is_physical_key_pressed() will also ensure that the top row number keys work on any keyboard layout. If in doubt, useis_physical_key_pressed().

Note: Due to keyboard ghosting,is_physical_key_pressed() may returnfalse even if one of the action's keys is pressed. SeeInput examples in the documentation for more information.


voidparse_input_event(event:InputEvent)🔗

Feeds anInputEvent to the game. Can be used to artificially trigger input events from code. Also generatesNode._input() calls.

varcancel_event=InputEventAction.new()cancel_event.action="ui_cancel"cancel_event.pressed=trueInput.parse_input_event(cancel_event)

Note: Calling this function has no influence on the operating system. So for example sending anInputEventMouseMotion will not move the OS mouse cursor to the specified position (usewarp_mouse() instead) and sendingAlt/Cmd+Tab asInputEventKey won't toggle between active windows.


voidremove_joy_mapping(guid:String)🔗

Removes all mappings from the internal database that match the given GUID. All currently connected joypads that use this GUID will become unmapped.

On Android, Godot will map to an internal fallback mapping.


voidset_accelerometer(value:Vector3)🔗

Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


voidset_custom_mouse_cursor(image:Resource, shape:CursorShape = 0, hotspot:Vector2 = Vector2(0, 0))🔗

Sets a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. Passingnull to the image parameter resets to the system cursor. SeeCursorShape for the list of shapes.

image can be eitherTexture2D orImage and its size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.

hotspot must be withinimage's size.

Note:AnimatedTextures aren't supported as custom mouse cursors. If using anAnimatedTexture, only the first frame will be displayed.

Note: TheLossless,Lossy orUncompressed compression modes are recommended. TheVideo RAM compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.

Note: On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page forsecurity reasons.


voidset_default_cursor_shape(shape:CursorShape = 0)🔗

Sets the default cursor shape to be used in the viewport instead ofCURSOR_ARROW.

Note: If you want to change the default cursor shape forControl's nodes, useControl.mouse_default_cursor_shape instead.

Note: This method generates anInputEventMouseMotion to update cursor immediately.


voidset_gravity(value:Vector3)🔗

Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


voidset_gyroscope(value:Vector3)🔗

Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


voidset_magnetometer(value:Vector3)🔗

Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


boolshould_ignore_device(vendor_id:int, product_id:int)const🔗

Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variableSDL_GAMECONTROLLER_IGNORE_DEVICES. Read theSDL documentation for more information.

Note: Some 3rd party tools can contribute to the list of ignored devices. For example,SteamInput creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.


voidstart_joy_vibration(device:int, weak_magnitude:float, strong_magnitude:float, duration:float = 0)🔗

Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one.weak_magnitude is the strength of the weak motor (between 0 and 1) andstrong_magnitude is the strength of the strong motor (between 0 and 1).duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely). The vibration can be stopped early by callingstop_joy_vibration().

Note: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.

Note: For macOS, vibration is only supported in macOS 11 and later.


voidstop_joy_vibration(device:int)🔗

Stops the vibration of the joypad started withstart_joy_vibration().


voidvibrate_handheld(duration_ms:int = 500, amplitude:float = -1.0)🔗

Vibrate the handheld device for the specified duration in milliseconds.

amplitude is the strength of the vibration, as a value between0.0 and1.0. If set to-1.0, the default vibration strength of the device is used.

Note: This method is implemented on Android, iOS, and Web. It has no effect on other platforms.

Note: For Android,vibrate_handheld() requires enabling theVIBRATE permission in the export preset. Otherwise,vibrate_handheld() will have no effect.

Note: For iOS, specifying the duration is only supported in iOS 13 and later.

Note: For Web, the amplitude cannot be changed.

Note: Some web browsers such as Safari and Firefox for Android do not supportvibrate_handheld().


voidwarp_mouse(position:Vector2)🔗

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.

Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window ifMouseMode is set toMOUSE_MODE_CONFINED orMOUSE_MODE_CONFINED_HIDDEN.

Note:warp_mouse() is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.


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