Input

Inherits: Object

Inherited By: InputDefault

Category: Core

Brief Description

A Singleton that deals with inputs.

Member Functions

void action_press ( String action )
void action_release ( String action )
void add_joy_mapping ( String mapping, bool update_existing=false )
Vector3 get_accelerometer ( )
Array get_connected_joysticks ( )
Vector3 get_gravity ( )
Vector3 get_gyroscope ( )
float get_joy_axis ( int device, int axis )
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 )
Vector3 get_magnetometer ( )
int get_mouse_button_mask ( ) const
int get_mouse_mode ( ) const
Vector2 get_mouse_speed ( ) const
bool is_action_pressed ( String action )
bool is_joy_button_pressed ( int device, int button )
bool is_joy_known ( int device )
bool is_key_pressed ( int scancode )
bool is_mouse_button_pressed ( int button )
void parse_input_event ( InputEvent event )
void remove_joy_mapping ( String guid )
void set_custom_mouse_cursor ( Texture image, 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_pos ( Vector2 to )

Signals

  • joy_connection_changed ( int index, bool connected )

Emitted when a joystick device has been connected or disconnected

Numeric Constants

  • 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.

Description

A Singleton that deals with inputs. This includes key presses, mouse buttons and movement, joysticks, and input actions.

Member Function Description

  • void action_press ( String action )

This will simulate pressing the specificed action.

  • void action_release ( String action )

If the specified action is already pressed, this will release it.

  • void add_joy_mapping ( String mapping, bool update_existing=false )

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 movement.

  • Array get_connected_joysticks ( )

Returns an Array containing the device IDs of all currently connected joysticks.

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 joystick axis at given index (see JOY_* constants in @Global Scope)

  • 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 )

Returns a SDL2 compatible device guid on platforms that use gamepad remapping. Returns “Default Gamepad” otherwise.

Returns the name of the joystick at the specified device index

  • float get_joy_vibration_duration ( int device )

Returns the duration of the current vibration effect in seconds.

  • Vector2 get_joy_vibration_strength ( int device )

Returns the strength of the joystick vibration: x is the strength of the weak motor, and y is the strength of the strong motor.

If the device has a magnetometer, this will return the magnetic field strength in micro-Tesla for all axes.

  • int get_mouse_button_mask ( ) const

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.

  • Vector2 get_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.

Returns true or false depending on whether the action event is pressed. Actions and their events can be set in the Project Settings / Input Map tab. Or be set with InputMap.

  • bool is_joy_button_pressed ( int device, int button )

Returns if the joystick button at the given index is currently pressed. (see JOY_* constants in @Global Scope)

Returns if the specified device is known by the system. This means that it sets all button and axis indices exactly as defined in the JOY_* constants (see @Global Scope). Unknown joysticks are not expected to match these constants, but you can still retrieve events from them.

  • bool is_key_pressed ( int scancode )

Returns true or false depending on whether the key is pressed or not. You can pass KEY_*, which are pre-defined constants listed in @Global Scope.

  • bool is_mouse_button_pressed ( int button )

Returns true or false depending on whether mouse button is pressed or not. You can pass BUTTON_*, which are pre-defined constants listed in @Global Scope.

  • void remove_joy_mapping ( String guid )

Removes all mappings from the internal db that match the given uid.

  • void set_custom_mouse_cursor ( Texture image, Vector2 hotspot=Vector2(0, 0) )

Set a custom mouse cursor image, which is only visible inside the game window. The hotspot can also be specified.

  • 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 joystick. Joysticks 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 joystick.

  • void warp_mouse_pos ( Vector2 to )

Sets the mouse position to the specified vector.