Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

InputEventAction

Inherits: InputEvent < Resource < RefCounted < Object

An input event type for actions.

Description

Contains a generic action which can be targeted from several types of inputs. Actions and their events can be set in the Input Map tab in Project > Project Settings, or with the InputMap class.

Note: Unlike the other InputEvent subclasses which map to unique physical events, this virtual one is not emitted by the engine. This class is useful to emit actions manually with Input.parse_input_event, which are then received in Node._input. To check if a physical event matches an action from the Input Map, use InputEvent.is_action and InputEvent.is_action_pressed.

Tutorials

Properties

StringName

action

&""

int

event_index

-1

bool

pressed

false

float

strength

1.0


Property Descriptions

StringName action = &"" 🔗

The action's name. Actions are accessed via this String.


int event_index = -1 🔗

  • void set_event_index(value: int)

  • int get_event_index()

The real event index in action this event corresponds to (from events defined for this action in the InputMap). If -1, a unique ID will be used and actions pressed with this ID will need to be released with another InputEventAction.


bool pressed = false 🔗

  • void set_pressed(value: bool)

  • bool is_pressed()

If true, the action's state is pressed. If false, the action's state is released.


float strength = 1.0 🔗

  • void set_strength(value: float)

  • float get_strength()

The action's strength between 0 and 1. This value is considered as equal to 0 if pressed is false. The event strength allows faking analog joypad motion events, by specifying how strongly the joypad axis is bent or pressed.