Inherited By: InputDefault
A Singleton that deals with inputs.
Emitted when a joypad device has been connected or disconnected
- MOUSE_MODE_VISIBLE = 0 — Makes the mouse cursor visible if it is hidden.
- MOUSE_MODE_HIDDEN = 1 — Makes the mouse cursor hidden if it is visible.
- MOUSE_MODE_CAPTURED = 2 — Captures the mouse. The mouse will be hidden and unable to leave the game window. But it will still register movement and mouse button presses.
- MOUSE_MODE_CONFINED = 3
- CURSOR_ARROW = 0
- CURSOR_IBEAM = 1
- CURSOR_POINTING_HAND = 2
- CURSOR_CROSS = 3
- CURSOR_WAIT = 4
- CURSOR_BUSY = 5
- CURSOR_DRAG = 6
- CURSOR_CAN_DROP = 7
- CURSOR_FORBIDDEN = 8
- CURSOR_VSIZE = 9
- CURSOR_HSIZE = 10
- CURSOR_BDIAGSIZE = 11
- CURSOR_FDIAGSIZE = 12
- CURSOR_MOVE = 13
- CURSOR_VSPLIT = 14
- CURSOR_HSPLIT = 15
- CURSOR_HELP = 16
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.
Member Function Description¶
- void action_press ( String action )
This will simulate pressing the specified action.
- void action_release ( String 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.
- Vector3 get_accelerometer ( ) const
If the device has an accelerometer, this will return the movement.
- Array get_connected_joypads ( )
Returns an Array containing the device IDs of all currently connected joypads.
- Vector3 get_gravity ( ) const
- Vector3 get_gyroscope ( ) const
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.
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.
- Vector2 get_last_mouse_speed ( ) const
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.
- Vector3 get_magnetometer ( ) const
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.
- int get_mouse_mode ( ) const
Return the mouse mode. See the constants for more information.
true when you start pressing the action event.
true when you stop pressing the action event.
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.
- void parse_input_event ( InputEvent event )
- void remove_joy_mapping ( String guid )
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.
- void set_mouse_mode ( int mode )
Set the mouse mode. See the constants for more information.
- void start_joy_vibration ( int device, float weak_magnitude, float strong_magnitude, float duration=0 )
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.
- void stop_joy_vibration ( int device )
Stops the vibration of the joypad.
- void warp_mouse_position ( Vector2 to )
Sets the mouse position to the specified vector.