InputMap

Inherits:Object

A singleton that manages allInputEventActions.

Description

Manages allInputEventAction which can be created/modified from the project settings menuProject > Project Settings > Input Map or in code withadd_action() andaction_add_event(). SeeNode._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

Array[StringName]

get_actions()

bool

has_action(action:StringName)const

void

load_from_project_settings()


Method Descriptions

voidaction_add_event(action:StringName, event:InputEvent)🔗

Adds anInputEvent to an action. ThisInputEvent will trigger the action.


voidaction_erase_event(action:StringName, event:InputEvent)🔗

Removes anInputEvent from an action.


voidaction_erase_events(action:StringName)🔗

Removes all events from an action.


floataction_get_deadzone(action:StringName)🔗

Returns a deadzone value for the action.


Array[InputEvent]action_get_events(action:StringName)🔗

Returns an array ofInputEvents associated with a given action.

Note: When used in the editor (e.g. a tool script orEditorPlugin), this method will return events for the editor action. If you want to access your project's input binds from the editor, read theinput/* settings fromProjectSettings.


boolaction_has_event(action:StringName, event:InputEvent)🔗

Returnstrue if the action has the givenInputEvent associated with it.


voidaction_set_deadzone(action:StringName, deadzone:float)🔗

Sets a deadzone value for the action.


voidadd_action(action:StringName, deadzone:float = 0.2)🔗

Adds an empty action to theInputMap with a configurabledeadzone.

AnInputEvent can then be added to this action withaction_add_event().


voiderase_action(action:StringName)🔗

Removes an action from theInputMap.


boolevent_is_action(event:InputEvent, action:StringName, exact_match:bool = false)const🔗

Returnstrue if the given event is part of an existing action. This method ignores keyboard modifiers if the givenInputEvent is not pressed (for proper release detection). Seeaction_has_event() if you don't want this behavior.

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


Array[StringName]get_actions()🔗

Returns an array of all actions in theInputMap.


boolhas_action(action:StringName)const🔗

Returnstrue if theInputMap has a registered action with the given name.


voidload_from_project_settings()🔗

Clears allInputEventAction in theInputMap and load it anew fromProjectSettings.


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