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.

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.

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

void action_add_event(action: StringName, event: InputEvent) 🔗

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


void action_erase_event(action: StringName, event: InputEvent) 🔗

Removes an InputEvent from an action.


void action_erase_events(action: StringName) 🔗

Removes all events from an action.


float action_get_deadzone(action: StringName) 🔗

Returns a deadzone value for the action.


Array[InputEvent] action_get_events(action: StringName) 🔗

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(action: StringName, event: InputEvent) 🔗

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


void action_set_deadzone(action: StringName, deadzone: float) 🔗

Sets a deadzone value for the action.


void add_action(action: StringName, deadzone: float = 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(action: StringName) 🔗

Removes an action from the InputMap.


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

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.


Array[StringName] get_actions() 🔗

Returns an array of all actions in the InputMap.


bool has_action(action: StringName) const 🔗

Returns 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.