Inherited By: InputDefault
A Singleton that deals with inputs.
|void||action_press ( String action )|
|void||action_release ( String action )|
|void||add_joy_mapping ( String mapping, bool update_existing=false )|
|Vector3||get_accelerometer ( ) const|
|Array||get_connected_joypads ( )|
|Vector3||get_gravity ( ) const|
|Vector3||get_gyroscope ( ) const|
|float||get_joy_axis ( int device, int axis ) const|
|int||get_joy_axis_index_from_string ( String axis )|
|String||get_joy_axis_string ( int axis_index )|
|int||get_joy_button_index_from_string ( String button )|
|String||get_joy_button_string ( int button_index )|
|String||get_joy_guid ( int device ) const|
|String||get_joy_name ( int device )|
|float||get_joy_vibration_duration ( int device )|
|Vector2||get_joy_vibration_strength ( int device )|
|Vector2||get_last_mouse_speed ( ) const|
|Vector3||get_magnetometer ( ) const|
|int||get_mouse_button_mask ( ) const|
|int||get_mouse_mode ( ) const|
|bool||is_action_just_pressed ( String action ) const|
|bool||is_action_just_released ( String action ) const|
|bool||is_action_pressed ( String action ) const|
|bool||is_joy_button_pressed ( int device, int button ) const|
|bool||is_joy_known ( int device )|
|bool||is_key_pressed ( int scancode ) const|
|bool||is_mouse_button_pressed ( int button ) const|
|void||joy_connection_changed ( int device, bool connected, String name, String guid )|
|void||parse_input_event ( InputEvent event )|
|void||remove_joy_mapping ( String guid )|
|void||set_custom_mouse_cursor ( Resource image, int shape=0, Vector2 hotspot=Vector2( 0, 0 ) )|
|void||set_mouse_mode ( int mode )|
|void||start_joy_vibration ( int device, float weak_magnitude, float strong_magnitude, float duration=0 )|
|void||stop_joy_vibration ( int device )|
|void||warp_mouse_position ( Vector2 to )|
Emitted when a joypad device has been connected or disconnected.
CURSOR_BDIAGSIZE. It tells the user they can resize the window or the panel both horizontally and vertically.
A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joypads, and input actions. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with InputMap.
This will simulate pressing the specified action.
If the specified action is already pressed, this will release it.
Add a new mapping entry (in SDL2 format) to the mapping database. Optionally update already connected devices.
If the device has an accelerometer, this will return the acceleration. Otherwise, it returns an empty Vector3.
Returns an Array containing the device IDs of all currently connected joypads.
If the device has an accelerometer, this will return the gravity. Otherwise, it returns an empty Vector3.
If the device has a gyroscope, this will return the rate of rotation in rad/s around a device’s x, y, and z axis. Otherwise, it returns an empty Vector3.
Returns the current value of the joypad axis at given index (see
JOY_* constants in @GlobalScope)
Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns “Default Gamepad” otherwise.
Returns the name of the joypad at the specified device index
Returns the duration of the current vibration effect in seconds.
Returns the strength of the joypad vibration: x is the strength of the weak motor, and y is the strength of the strong motor.
Returns the mouse speed for the last time the cursor was moved, and this until the next frame where the mouse moves. This means that even if the mouse is not moving, this function will still return the value of the last motion.
If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.
Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at the same time the bits are added together.
Return the mouse mode. See the constants for more information.
true when the user starts pressing the action event, meaning it’s true only on the frame that the user pressed down the button.
This is useful for code that needs to run only once when an action is pressed, instead of every frame while it’s pressed.
true when the user stops pressing the action event, meaning it’s true only on the frame that the user released the button.
true if you are pressing the action event.
true if you are pressing the joypad button. (see
JOY_* constants in @GlobalScope)
true if the system knows the specified device. This means that it sets all button and axis indices exactly as defined in the
JOY_* constants (see @GlobalScope). Unknown joypads are not expected to match these constants, but you can still retrieve events from them.
true if you are pressing the key. You can pass
KEY_*, which are pre-defined constants listed in @GlobalScope.
true if you are pressing the mouse button. You can pass
BUTTON_*, which are pre-defined constants listed in @GlobalScope.
Feeds an InputEvent to the game. Can be used to artificially trigger input events from code.
Removes all mappings from the internal db that match the given uid.
Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified. See enum
CURSOR_* for the list of shapes.
Set the mouse mode. See the constants for more information.
Starts to vibrate the joypad. Joypads usually come with two rumble motors, a strong and a weak one. weak_magnitude is the strength of the weak motor (between 0 and 1) and strong_magnitude is the strength of the strong motor (between 0 and 1). duration is the duration of the effect in seconds (a duration of 0 will try to play the vibration indefinitely).
Note that not every hardware is compatible with long effect durations, it is recommended to restart an effect if in need to play it for more than a few seconds.
Stops the vibration of the joypad.
Sets the mouse position to the specified vector.
© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.