InputMap

Hereda: Object

A singleton that manages all InputEventActions.

Descripción

Gestiona todos los InputEventAction que pueden ser creados/modificados desde el menú de configuración del proyecto Proyecto > Configuración del proyecto > Mapa de entrada o en código con add_action() y action_add_event(). Véase Node._input().

Tutoriales

Métodos

void

action_add_event(action: StringName, event: InputEvent)

void

action_erase_event(action: StringName, event: InputEvent)

void

action_erase_events(action: StringName)

float

action_get_deadzone(action: StringName)

Array[InputEvent]

action_get_events(action: StringName)

bool

action_has_event(action: StringName, event: InputEvent)

void

action_set_deadzone(action: StringName, deadzone: float)

void

add_action(action: StringName, deadzone: float = 0.2)

void

erase_action(action: StringName)

bool

event_is_action(event: InputEvent, action: StringName, exact_match: bool = false) const

String

get_action_description(action: StringName) const

Array[StringName]

get_actions()

bool

has_action(action: StringName) const

void

load_from_project_settings()


Descripciones de Métodos

void action_add_event(action: StringName, event: InputEvent) 🔗

Añade un InputEvent a una acción. Este InputEvent desencadenará la acción.


void action_erase_event(action: StringName, event: InputEvent) 🔗

Elimina un InputEvent de una acción.


void action_erase_events(action: StringName) 🔗

Elimina todos los eventos de una acción.


float action_get_deadzone(action: StringName) 🔗

Returns a deadzone value for the action.


Array[InputEvent] action_get_events(action: StringName) 🔗

Returns an array of InputEvents associated with a given action.

Note: When used in the editor (e.g. a tool script or EditorPlugin), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the input/* settings from ProjectSettings.


bool action_has_event(action: StringName, event: InputEvent) 🔗

Devuelve true si la acción tiene asociado el InputEvent dado.


void action_set_deadzone(action: StringName, deadzone: float) 🔗

Establece un valor de zona muerta para la acción.


void add_action(action: StringName, deadzone: float = 0.2) 🔗

Adds an empty action to the InputMap with a configurable deadzone.

An InputEvent can then be added to this action with action_add_event().


void erase_action(action: StringName) 🔗

Elimina una acción del InputMap.


bool event_is_action(event: InputEvent, action: StringName, exact_match: bool = false) const 🔗

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.

If exact_match is false, it ignores additional input modifiers for InputEventKey and InputEventMouseButton events, and the direction for InputEventJoypadMotion events.


String get_action_description(action: StringName) const 🔗

Returns the human-readable description of the given action.


Array[StringName] get_actions() 🔗

Devuelve un conjunto de todas las acciones en el InputMap.


bool has_action(action: StringName) const 🔗

Devuelve true si el InputMap tiene una acción registrada con el nombre dado.


void load_from_project_settings() 🔗

Borra todo InputEventAction en el InputMap y cárgalo de nuevo desde ProjectSettings.