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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 = 0.5)

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 = 0.5) 🔗

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.