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 ( StringName action, InputEvent event )
void action_erase_event ( StringName action, InputEvent event )
void action_erase_events ( StringName action )
bool action_has_event ( StringName action, InputEvent event )
void action_set_deadzone ( StringName action, float deadzone )
void add_action ( StringName action, float deadzone=0.5 )
void erase_action ( StringName action )
bool event_is_action ( InputEvent event, StringName action ) const
Array get_action_list ( StringName action )
Array get_actions ( )
bool has_action ( StringName action ) const
void load_from_globals ( )

Method Descriptions

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.

  • void load_from_globals ( )

Clears all InputEventAction in the InputMap and load it anew from ProjectSettings.