Inherits: Object
Singleton that manages InputEventAction.
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.
void | action_add_event ( String action, InputEvent event ) |
void | action_erase_event ( String action, InputEvent event ) |
void | action_erase_events ( String action ) |
bool | action_has_event ( String action, InputEvent event ) |
void | action_set_deadzone ( String action, float deadzone ) |
void | add_action ( String action, float deadzone=0.5 ) |
void | erase_action ( String action ) |
bool | event_is_action ( InputEvent event, String action ) const |
Array | get_action_list ( String action ) |
Array | get_actions ( ) |
bool | has_action ( String action ) const |
void | load_from_globals ( ) |
Adds an InputEvent to an action. This InputEvent will trigger the action.
Removes an InputEvent from an action.
Removes all events from an action.
Returns true
if the action has the given InputEvent associated with it.
Sets a deadzone value for the action.
Adds an empty action to the InputMap
with a configurable deadzone
.
An InputEvent can then be added to this action with action_add_event.
Removes an action from the InputMap
.
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.
Returns an array of InputEvents associated with a given action.
Returns an array of all actions in the InputMap
.
Returns true
if the InputMap
has a registered action with the given name.
Clears all InputEventAction in the InputMap
and load it anew from ProjectSettings.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_inputmap.html