Class reference
InputMap
Inherits Object
A singleton that manages all InputEventActions.
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().
Methods
void action_add_event(StringName action, InputEvent event)
StringName action, InputEvent event)Adds an InputEvent to an action. This InputEvent will trigger the action.
void action_erase_event(StringName action, InputEvent event)
StringName action, InputEvent event)Removes an InputEvent from an action.
void action_erase_events(StringName action)
StringName action)Removes all events from an action.
float action_get_deadzone(StringName action)
float action_get_deadzone(StringName action)Returns a deadzone value for the action.
InputEvent[] action_get_events(StringName action)
StringName action)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.
bool action_has_event(StringName action, InputEvent event)
bool action_has_event(StringName action, InputEvent event)Returns true if the action has the given InputEvent associated with it.
void action_set_deadzone(StringName action, float deadzone)
StringName action, float deadzone)Sets a deadzone value for the action.
void add_action(StringName action, float deadzone = 0.2)
StringName action, float deadzone = 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(StringName action)
StringName action)Removes an action from the InputMap.
bool event_is_action(InputEvent event, StringName action, bool exact_match = false) const
bool event_is_action(InputEvent event, StringName action, bool exact_match = false) constReturns 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(StringName action) const
String get_action_description(StringName action) constReturns the human-readable description of the given action.
StringName[] get_actions()
Returns an array of all actions in the InputMap.
bool has_action(StringName action) const
bool has_action(StringName action) constReturns 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.