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.
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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) |
action_get_deadzone(action: StringName) |
|
action_get_events(action: StringName) |
|
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) |
event_is_action(event: InputEvent, action: StringName, exact_match: bool = false) const |
|
has_action(action: StringName) const |
|
void |
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.