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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Input

Hereda: Object

Un singleton para manejar las entradas.

Descripción

El singleton Input maneja las pulsaciones de teclas, los botones y el movimiento del ratón, los gamepads y las acciones de entrada. Las acciones y sus eventos se pueden configurar en la pestaña Mapa de entradas en Proyecto > Configuración del proyecto, o con la clase InputMap.

Nota: Los métodos de Input reflejan el estado de entrada global y no se ven afectados por Control.accept_event() o Viewport.set_input_as_handled(), ya que esos métodos solo tratan con la forma en que la entrada se propaga en el SceneTree.

Tutoriales

Propiedades

bool

emulate_mouse_from_touch

bool

emulate_touch_from_mouse

bool

ignore_joypad_on_unfocused_application

MouseMode

mouse_mode

bool

use_accumulated_input

Métodos

void

action_press(action: StringName, strength: float = 1.0)

void

action_release(action: StringName)

void

add_joy_mapping(mapping: String, update_existing: bool = false)

void

clear_joy_motion_sensors_calibration(device: int)

void

flush_buffered_events()

Vector3

get_accelerometer() const

float

get_action_raw_strength(action: StringName, exact_match: bool = false) const

float

get_action_strength(action: StringName, exact_match: bool = false) const

float

get_axis(negative_action: StringName, positive_action: StringName) const

Array[int]

get_connected_joypads()

CursorShape

get_current_cursor_shape() const

Vector3

get_gravity() const

Vector3

get_gyroscope() const

Vector3

get_joy_accelerometer(device: int) const

float

get_joy_axis(device: int, axis: JoyAxis) const

Vector3

get_joy_gravity(device: int) const

String

get_joy_guid(device: int) const

Vector3

get_joy_gyroscope(device: int) const

Dictionary

get_joy_info(device: int) const

Dictionary

get_joy_motion_sensors_calibration(device: int) const

float

get_joy_motion_sensors_rate(device: int) const

String

get_joy_name(device: int)

float

get_joy_vibration_duration(device: int)

float

get_joy_vibration_remaining_duration(device: int)

Vector2

get_joy_vibration_strength(device: int)

Vector2

get_last_mouse_screen_velocity()

Vector2

get_last_mouse_velocity()

Vector3

get_magnetometer() const

BitField[MouseButtonMask]

get_mouse_button_mask() const

Vector2

get_vector(negative_x: StringName, positive_x: StringName, negative_y: StringName, positive_y: StringName, deadzone: float = -1.0) const

bool

has_joy_light(device: int) const

bool

has_joy_motion_sensors(device: int) const

bool

has_joy_vibration(device: int) const

bool

is_action_just_pressed(action: StringName, exact_match: bool = false) const

bool

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

bool

is_action_just_released(action: StringName, exact_match: bool = false) const

bool

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

bool

is_action_pressed(action: StringName, exact_match: bool = false) const

bool

is_anything_pressed() const

bool

is_joy_button_pressed(device: int, button: JoyButton) const

bool

is_joy_known(device: int)

bool

is_joy_motion_sensors_calibrated(device: int) const

bool

is_joy_motion_sensors_calibrating(device: int) const

bool

is_joy_motion_sensors_enabled(device: int) const

bool

is_joy_vibrating(device: int)

bool

is_key_label_pressed(keycode: Key) const

bool

is_key_pressed(keycode: Key) const

bool

is_mouse_button_pressed(button: MouseButton) const

bool

is_physical_key_pressed(keycode: Key) const

void

parse_input_event(event: InputEvent)

void

remove_joy_mapping(guid: String)

void

set_accelerometer(value: Vector3)

void

set_custom_mouse_cursor(image: Resource, shape: CursorShape = 0, hotspot: Vector2 = Vector2(0, 0))

void

set_default_cursor_shape(shape: CursorShape = 0)

void

set_gravity(value: Vector3)

void

set_gyroscope(value: Vector3)

void

set_joy_light(device: int, color: Color)

void

set_joy_motion_sensors_calibration(device: int, calibration_info: Dictionary)

void

set_joy_motion_sensors_enabled(device: int, enable: bool)

void

set_magnetometer(value: Vector3)

bool

should_ignore_device(vendor_id: int, product_id: int) const

void

start_joy_motion_sensors_calibration(device: int)

void

start_joy_vibration(device: int, weak_magnitude: float, strong_magnitude: float, duration: float = 0)

void

stop_joy_motion_sensors_calibration(device: int)

void

stop_joy_vibration(device: int)

void

vibrate_handheld(duration_ms: int = 500, amplitude: float = -1.0)

void

warp_mouse(position: Vector2)


Señales

joy_connection_changed(device: int, connected: bool) 🔗

Emitida cuando se ha conectado o desconectado un dispositivo joypad.


Enumeraciones

enum MouseMode: 🔗

MouseMode MOUSE_MODE_VISIBLE = 0

Hace que el cursor del ratón sea visible si está oculto.

MouseMode MOUSE_MODE_HIDDEN = 1

Hace que el cursor del ratón se oculte si es visible.

MouseMode MOUSE_MODE_CAPTURED = 2

Captura el ratón. El ratón se ocultará y su posición se bloqueará en el centro de la ventana del gestor de ventanas.

Nota: Si quieres procesar el movimiento del ratón en este modo, necesitas usar InputEventMouseMotion.relative.

MouseMode MOUSE_MODE_CONFINED = 3

Limita el cursor del ratón a la ventana del juego y lo hace visible.

MouseMode MOUSE_MODE_CONFINED_HIDDEN = 4

Limita el cursor del ratón a la ventana del juego y lo oculta.

MouseMode MOUSE_MODE_MAX = 5

Valor máximo de MouseMode.


enum CursorShape: 🔗

CursorShape CURSOR_ARROW = 0

Cursor de la flecha. Cursor puntero estándar y predeterminado.

CursorShape CURSOR_IBEAM = 1

Cursor del rayo I. Normalmente se usa para mostrar dónde aparecerá el cursor de texto cuando se haga clic con el ratón.

CursorShape CURSOR_POINTING_HAND = 2

Apuntando con el cursor de la mano. Normalmente se usa para indicar que el puntero está sobre un enlace u otro elemento interactivo.

CursorShape CURSOR_CROSS = 3

Cursor en cruz. Normalmente aparece sobre las regiones en las que se puede realizar una operación de dibujo o para realizar selecciones.

CursorShape CURSOR_WAIT = 4

Wait cursor. Indicates that the application is busy performing an operation, and that it cannot be used during the operation (e.g. something is blocking its main thread).

CursorShape CURSOR_BUSY = 5

Busy cursor. Indicates that the application is busy performing an operation, and that it is still usable during the operation.

CursorShape CURSOR_DRAG = 6

Drag cursor. Usually displayed when dragging something.

Note: Windows lacks a dragging cursor, so CURSOR_DRAG is the same as CURSOR_MOVE for this platform.

CursorShape CURSOR_CAN_DROP = 7

Puede soltar el cursor. Normalmente se muestra cuando se arrastra algo para indicar que se puede soltar en la posición actual.

CursorShape CURSOR_FORBIDDEN = 8

Cursor prohibido. Indica que la acción actual está prohibida (por ejemplo, al arrastrar algo) o que el control en una posición está desactivado.

CursorShape CURSOR_VSIZE = 9

Cursor del ratón de tamaño vertical. Una flecha vertical de doble punta. Le dice al usuario que puede cambiar el tamaño de la ventana o del panel verticalmente.

CursorShape CURSOR_HSIZE = 10

Cursor del ratón de tamaño horizontal. Una flecha horizontal de doble cabeza. Le dice al usuario que puede cambiar el tamaño de la ventana o del panel horizontalmente.

CursorShape CURSOR_BDIAGSIZE = 11

La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de doble punta que va de abajo a la izquierda a arriba a la derecha. Le dice al usuario que puede cambiar el tamaño de la ventana o del panel tanto horizontal como verticalmente.

CursorShape CURSOR_FDIAGSIZE = 12

La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de doble punta que va de arriba a la izquierda a abajo a la derecha, lo opuesto a CURSOR_BDIAGSIZE. Le dice al usuario que puede cambiar el tamaño de la ventana o del panel tanto horizontal como verticalmente.

CursorShape CURSOR_MOVE = 13

Mueve el cursor. Indica que algo puede ser movido.

CursorShape CURSOR_VSPLIT = 14

Cursor del ratón dividido verticalmente. En Windows, es lo mismo que CURSOR_VSIZE.

CursorShape CURSOR_HSPLIT = 15

Cursor del ratón dividido horizontalmente. En Windows, es lo mismo que CURSOR_HSIZE.

CursorShape CURSOR_HELP = 16

Cursor de ayuda. Normalmente un signo de interrogación.


Descripciones de Propiedades

bool emulate_mouse_from_touch 🔗

  • void set_emulate_mouse_from_touch(value: bool)

  • bool is_emulating_mouse_from_touch()

If true, sends mouse input events when tapping or swiping on the touchscreen. See also ProjectSettings.input_devices/pointing/emulate_mouse_from_touch.


bool emulate_touch_from_mouse 🔗

  • void set_emulate_touch_from_mouse(value: bool)

  • bool is_emulating_touch_from_mouse()

If true, sends touch input events when clicking or dragging the mouse. See also ProjectSettings.input_devices/pointing/emulate_touch_from_mouse.


bool ignore_joypad_on_unfocused_application 🔗

  • void set_ignore_joypad_on_unfocused_application(value: bool)

  • bool is_ignoring_joypad_on_unfocused_application()

If true, joypad input (including motion sensors) and LED light changes will be ignored and joypad vibration will be stopped when the application is not focused.


MouseMode mouse_mode 🔗

Controls the mouse mode.


bool use_accumulated_input 🔗

  • void set_use_accumulated_input(value: bool)

  • bool is_using_accumulated_input()

If true, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. In applications where drawing freehand lines is required, input accumulation should generally be disabled while the user is drawing the line to get results that closely follow the actual input.

Note: Input accumulation is enabled by default.


Descripciones de Métodos

void action_press(action: StringName, strength: float = 1.0) 🔗

Esto simulará pulsar la acción específica.

La fuerza puede ser usada para acciones no booleanas, está entre 0 y 1 representando la intensidad de la acción dada.

Nota: Este método no causará ninguna llamada al Node._input(). Está pensado para ser usado con is_action_pressed() y is_action_just_pressed(). Si quieres simular _input, usa en su lugar parse_input_event().


void action_release(action: StringName) 🔗

Si la acción especificada ya está presionada, esto la liberará.


void add_joy_mapping(mapping: String, update_existing: bool = false) 🔗

Añade una nueva entrada de mapeo (en formato SDL2) a la base de datos de mapeo. Opcionalmente actualiza los dispositivos ya conectados.


void clear_joy_motion_sensors_calibration(device: int) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Clears the calibration information for the specified joypad's motion sensors, if it has any and if they were calibrated.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void flush_buffered_events() 🔗

Envía todos los eventos de entrada que se encuentran en el búfer actual al bucle del juego. Estos eventos pueden haber sido almacenados en búfer como resultado de la entrada acumulada (use_accumulated_input) o el vaciado ágil de entrada (ProjectSettings.input_devices/buffering/agile_event_flushing).

El motor ya hará esto por sí mismo en los puntos clave de ejecución (al menos una vez por fotograma). Sin embargo, esto puede ser útil en casos avanzados donde quieres un control preciso sobre la temporización del manejo de eventos.


Vector3 get_accelerometer() const 🔗

Devuelve la aceleración en m/s² del sensor acelerómetro del dispositivo, si el dispositivo tiene uno. De lo contrario, el método devuelve Vector3.ZERO.

Ten en cuenta que este método devuelve un Vector3 vacío cuando se ejecuta desde el editor, incluso si tu dispositivo tiene un acelerómetro. Debes exportar tu proyecto a un dispositivo compatible para leer los valores del acelerómetro.

Nota: Este método solo funciona en Android e iOS. En otras plataformas, siempre devuelve Vector3.ZERO.

Nota: Para Android, ProjectSettings.input_devices/sensors/enable_accelerometer debe estar habilitado.


float get_action_raw_strength(action: StringName, exact_match: bool = false) const 🔗

Returns a value between 0 and 1 representing the raw intensity of the given action, ignoring the action's deadzone. In most cases, you should use get_action_strength() instead.

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


float get_action_strength(action: StringName, exact_match: bool = false) const 🔗

Returns a value between 0 and 1 representing the intensity of the given action. In a joypad, for example, the further away the axis (analog sticks or L2, R2 triggers) is from the dead zone, the closer the value will be to 1. If the action is mapped to a control that has no axis such as the keyboard, the value returned will be 0 or 1.

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


float get_axis(negative_action: StringName, positive_action: StringName) const 🔗

Get axis input by specifying two actions, one negative and one positive.

This is a shorthand for writing Input.get_action_strength("positive_action") - Input.get_action_strength("negative_action").


Array[int] get_connected_joypads() 🔗

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

Note: The order of connected joypads can not be guaranteed to be the same after a project and/or the editor is restarted, because Godot doesn't save the order of joypad connections. Joypads are registered in the order they are discovered by Godot.


CursorShape get_current_cursor_shape() const 🔗

Returns the currently assigned cursor shape.


Vector3 get_gravity() const 🔗

Returns the gravity in m/s² of the device's accelerometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

Note: For Android, ProjectSettings.input_devices/sensors/enable_gravity must be enabled.


Vector3 get_gyroscope() const 🔗

Returns the rotation rate in rad/s around a device's X, Y, and Z axes of the gyroscope sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

Note: For Android, ProjectSettings.input_devices/sensors/enable_gyroscope must be enabled.


Vector3 get_joy_accelerometer(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the acceleration, including the force of gravity, in m/s² of the joypad's accelerometer sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns Vector3.ZERO. See also get_joy_gravity() and set_joy_motion_sensors_enabled().

For a joypad held in front of you, the returned axes are defined as follows:

+X ... -X: left ... right;

+Y ... -Y: bottom ... top;

+Z ... -Z: farther ... closer.

The gravity part value is measured as a vector with length of 9.8 away from the center of the Earth, which is a negative Y value.

Note: This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.


float get_joy_axis(device: int, axis: JoyAxis) const 🔗

Returns the current value of the joypad axis at index axis.


Vector3 get_joy_gravity(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the gravity in m/s² of the joypad's accelerometer sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns Vector3.ZERO. See also get_joy_accelerometer() and set_joy_motion_sensors_enabled().

For a joypad held in front of you, the returned axes are defined as follows:

+X ... -X: left ... right;

+Y ... -Y: bottom ... top;

+Z ... -Z: farther ... closer.

The gravity part value is measured as a vector with length of 9.8 away from the center of the Earth, which is a negative Y value.

Note: This feature is only supported on Windows, Linux, and macOS. On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.


String get_joy_guid(device: int) const 🔗

Returns an SDL-compatible device GUID on platforms that use gamepad remapping, e.g. 030000004c050000c405000000010000. Returns an empty string if it cannot be found. Godot uses SDL's internal mappings, supplemented by community-contributed mappings, to determine gamepad names and mappings based on this GUID.

On Windows, all XInput joypad GUIDs will be overridden by Godot to __XINPUT_DEVICE__, because their mappings are the same.


Vector3 get_joy_gyroscope(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the rotation rate in rad/s around a joypad's X, Y, and Z axes of the gyroscope sensor, if the joypad has one and it's currently enabled. Otherwise, the method returns Vector3.ZERO. See also set_joy_motion_sensors_enabled().

The rotation is positive in the counter-clockwise direction.

For a joypad held in front of you, the returned axes are defined as follows:

X: Angular speed around the X axis (pitch);

Y: Angular speed around the Y axis (yaw);

Z: Angular speed around the Z axis (roll).

See start_joy_motion_sensors_calibration() for an example on how to use joypad gyroscope and gyroscope calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


Dictionary get_joy_info(device: int) const 🔗

Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.

On Windows, Linux, macOS, and iOS, the dictionary contains the following fields:

raw_name: The name of the controller as it came from the OS, before getting renamed by the controller database.

vendor_id: The USB vendor ID of the device.

product_id: The USB product ID of the device.

serial_number: The serial number of the device. This key won't be present if the serial number is unavailable.

The dictionary can also include the following fields under selected platforms:

steam_input_index: The Steam Input gamepad index (Windows, Linux, and macOS only). If the device is not a Steam Input device this key won't be present.

xinput_index: The index of the controller in the XInput system (Windows only). This key won't be present for devices not handled by XInput.

Note: The returned dictionary is always empty on Android and Web.


Dictionary get_joy_motion_sensors_calibration(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the calibration information about the specified joypad's motion sensors in the form of a Dictionary, if it has any and if they have been calibrated, otherwise returns an empty Dictionary.

The dictionary contains the following fields:

gyroscope_offset: average offset in gyroscope values from Vector2.ZERO in rad/s.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


float get_joy_motion_sensors_rate(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the joypad's motion sensor rate in Hz, if the joypad has motion sensors and they're currently enabled. See also set_joy_motion_sensors_enabled().

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


String get_joy_name(device: int) 🔗

Returns the name of the joypad at the specified device index, e.g. PS4 Controller. Godot uses the SDL2 game controller database to determine gamepad names.


float get_joy_vibration_duration(device: int) 🔗

Returns the duration of the current vibration effect in seconds.

Note: This method returns the same value that was passed to start_joy_vibration(), and this value does not change when the joypad's vibration runs out, it only gets reset after a call to stop_joy_vibration().

If you want to check if a joypad is still vibrating, use is_joy_vibrating() instead.


float get_joy_vibration_remaining_duration(device: int) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns the remaining duration of the current vibration effect in seconds.


Vector2 get_joy_vibration_strength(device: int) 🔗

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

Note: This method returns the same values that were passed to start_joy_vibration(), and these values do not change when the joypad's vibration runs out, they only get reset after a call to stop_joy_vibration().

If you want to check if a joypad is still vibrating, use is_joy_vibrating() instead.


Vector2 get_last_mouse_screen_velocity() 🔗

Returns the last mouse velocity in screen coordinates. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector2 get_last_mouse_velocity() 🔗

Returns the last mouse velocity. To provide a precise and jitter-free velocity, mouse velocity is only calculated every 0.1s. Therefore, mouse velocity will lag mouse movements.


Vector3 get_magnetometer() const 🔗

Returns the magnetic field strength in micro-Tesla for all axes of the device's magnetometer sensor, if the device has one. Otherwise, the method returns Vector3.ZERO.

Note: This method only works on Android and iOS. On other platforms, it always returns Vector3.ZERO.

Note: For Android, ProjectSettings.input_devices/sensors/enable_magnetometer must be enabled.


BitField[MouseButtonMask] 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. Equivalent to DisplayServer.mouse_get_button_state().


Vector2 get_vector(negative_x: StringName, positive_x: StringName, negative_y: StringName, positive_y: StringName, deadzone: float = -1.0) const 🔗

Gets an input vector by specifying four actions for the positive and negative X and Y axes.

This method is useful when getting vector input, such as from a joystick, directional pad, arrows, or WASD. The vector has its length limited to 1 and has a circular deadzone, which is useful for using vector input as movement.

By default, the deadzone is automatically calculated from the average of the action deadzones. However, you can override the deadzone to be whatever you want (on the range of 0 to 1).


bool has_joy_light(device: int) const 🔗

Returns true if the joypad has an LED light that can change colors and/or brightness. See also set_joy_light().

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


bool has_joy_motion_sensors(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns true if the joypad has motion sensors (accelerometer and gyroscope).

Note: On iOS, joypad accelerometer sensor reading is not supported due to OS limitations.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


bool has_joy_vibration(device: int) const 🔗

Returns true if the joypad supports vibration. See also start_joy_vibration().

Note: For macOS, vibration is only supported in macOS 11 and later. When connected via USB, vibration is only supported for major brand controllers (except Xbox One and Xbox Series X/S controllers) due to macOS limitations.


bool is_action_just_pressed(action: StringName, exact_match: bool = false) const 🔗

Returns true when the user has started pressing the action event in the current frame or physics tick. It will only return true on the frame or tick that the user pressed down the button.

This is useful for code that needs to run only once when an action is pressed, instead of every frame while it's pressed.

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

Note: Returning true does not imply that the action is still pressed. An action can be pressed and released again rapidly, and true will still be returned so as not to miss input.

Note: Due to keyboard ghosting, is_action_just_pressed() may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

Note: During input handling (e.g. Node._input()), use InputEvent.is_action_pressed() instead to query the action state of the current event. See also is_action_just_pressed_by_event().


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

Returns true when the user has started pressing the action event in the current frame or physics tick, and the first event that triggered action press in the current frame/physics tick was event. It will only return true on the frame or tick that the user pressed down the button.

This is useful for code that needs to run only once when an action is pressed, and the action is processed during input handling (e.g. Node._input()).

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

Note: Returning true does not imply that the action is still pressed. An action can be pressed and released again rapidly, and true will still be returned so as not to miss input.

Note: Due to keyboard ghosting, is_action_just_pressed() may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.


bool is_action_just_released(action: StringName, exact_match: bool = false) const 🔗

Returns true when the user stops pressing the action event in the current frame or physics tick. It will only return true on the frame or tick that the user releases the button.

Note: Returning true does not imply that the action is still not pressed. An action can be released and pressed again rapidly, and true will still be returned so as not to miss input.

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

Note: During input handling (e.g. Node._input()), use InputEvent.is_action_released() instead to query the action state of the current event. See also is_action_just_released_by_event().


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

Returns true when the user stops pressing the action event in the current frame or physics tick, and the first event that triggered action release in the current frame/physics tick was event. It will only return true on the frame or tick that the user releases the button.

This is useful when an action is processed during input handling (e.g. Node._input()).

Note: Returning true does not imply that the action is still not pressed. An action can be released and pressed again rapidly, and true will still be returned so as not to miss input.

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


bool is_action_pressed(action: StringName, exact_match: bool = false) const 🔗

Returns true if you are pressing the action event.

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

Note: Due to keyboard ghosting, is_action_pressed() may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.


bool is_anything_pressed() const 🔗

Returns true if any action, key, joypad button, or mouse button is being pressed. This will also return true if any action is simulated via code by calling action_press().


bool is_joy_button_pressed(device: int, button: JoyButton) const 🔗

Returns true if you are pressing the joypad button at index button.

Note: If you want to check if a joypad button was just pressed, use Godot's input action system with is_action_just_pressed() or use the Node._input() method like this instead:

func _input(event):
    if event is InputEventJoypadButton and event.is_pressed() and event.button_index == JOY_BUTTON_A:
        pass # Your code here.

bool is_joy_known(device: int) 🔗

Returns true if the system knows the specified device. This means that it sets all button and axis indices. Unknown joypads are not expected to match these constants, but you can still retrieve events from them.


bool is_joy_motion_sensors_calibrated(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns true if the joypad's motion sensors have been calibrated.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


bool is_joy_motion_sensors_calibrating(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns true if the joypad's motion sensors are currently being calibrated.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


bool is_joy_motion_sensors_enabled(device: int) const 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns true if the requested joypad has motion sensors (accelerometer and gyroscope) and they are currently enabled. See also set_joy_motion_sensors_enabled() and has_joy_motion_sensors().

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


bool is_joy_vibrating(device: int) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Returns true if the joypad is still vibrating after a call to start_joy_vibration().

Unlike get_joy_vibration_strength() and get_joy_vibration_duration(), this method returns false after the joypad's vibration runs out.


bool is_key_label_pressed(keycode: Key) const 🔗

Returns true if you are pressing the key with the keycode printed on it. You can pass a Key constant or any Unicode character code.

Note: If you want to check if a key was just pressed by using its label, use Godot's input action system with is_action_just_pressed() or use the Node._input() method like this instead:

func _input(event):
    if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.key_label == KEY_SPACE:
        pass # Your code here.

bool is_key_pressed(keycode: Key) const 🔗

Returns true if you are pressing the Latin key in the current keyboard layout. You can pass a Key constant.

is_key_pressed() is only recommended over is_physical_key_pressed() in non-game applications. This ensures that shortcut keys behave as expected depending on the user's keyboard layout, as keyboard shortcuts are generally dependent on the keyboard layout in non-game applications. If in doubt, use is_physical_key_pressed().

Note: Due to keyboard ghosting, is_key_pressed() may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

Note: If you want to check if a key was just pressed by using its keycode, use Godot's input action system with is_action_just_pressed() or use the Node._input() method like this instead:

func _input(event):
    if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.keycode == KEY_SPACE:
        pass # Your code here.

bool is_mouse_button_pressed(button: MouseButton) const 🔗

Returns true if you are pressing the mouse button specified with MouseButton.

Note: If you want to check if a mouse button was just pressed, use Godot's input action system with is_action_just_pressed() or use the Node._input() method like this instead:

func _input(event):
    if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
        pass # Your code here.

bool is_physical_key_pressed(keycode: Key) const 🔗

Returns true if you are pressing the key in the physical location on the 101/102-key US QWERTY keyboard. You can pass a Key constant.

is_physical_key_pressed() is recommended over is_key_pressed() for in-game actions, as it will make W/A/S/D layouts work regardless of the user's keyboard layout. is_physical_key_pressed() will also ensure that the top row number keys work on any keyboard layout. If in doubt, use is_physical_key_pressed().

Note: Due to keyboard ghosting, is_physical_key_pressed() may return false even if one of the action's keys is pressed. See Input examples in the documentation for more information.

Note: If you want to check if a key was just pressed by using its physical keycode, use Godot's input action system with is_action_just_pressed() or use the Node._input() method like this instead:

func _input(event):
    if event is InputEventKey and not event.is_echo() and event.is_pressed() and event.physical_keycode == KEY_SPACE:
        pass # Your code here.

void parse_input_event(event: InputEvent) 🔗

Alimenta un InputEvent al juego. Se puede usar para generar eventos de entrada de manera artificial por código. También genera llamadas a Node._input().

var cancel_event = InputEventAction.new()
cancel_event.action = "ui_cancel"
cancel_event.pressed = true
Input.parse_input_event(cancel_event)

Nota: Llamar a esta función no influye en el sistema operativo. Por ejemplo, enviar un InputEventMouseMotion no moverá el cursor del ratón del OS a la posición especificada (usa warp_mouse() en su lugar) y enviar Alt/Cmd + Tab como InputEventKey no cambiará entre ventanas activas.


void remove_joy_mapping(guid: String) 🔗

Removes all mappings from the internal database that match the given GUID. All currently connected joypads that use this GUID will become unmapped.

On Android, Godot will map to an internal fallback mapping.


void set_accelerometer(value: Vector3) 🔗

Sets the acceleration value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_custom_mouse_cursor(image: Resource, shape: CursorShape = 0, hotspot: Vector2 = Vector2(0, 0)) 🔗

Sets a custom mouse cursor image, which is only visible inside the game window, for the given mouse shape. The hotspot can also be specified. Passing null to the image parameter resets to the system cursor.

image can be either Texture2D or Image and its size must be lower than or equal to 256×256. To avoid rendering issues, sizes lower than or equal to 128×128 are recommended.

hotspot must be within image's size.

Note: AnimatedTextures aren't supported as custom mouse cursors. If using an AnimatedTexture, only the first frame will be displayed.

Note: The Lossless, Lossy or Uncompressed compression modes are recommended. The Video RAM compression mode can be used, but it will be decompressed on the CPU, which means loading times are slowed down and no memory is saved compared to lossless modes.

Note: On the web platform, the maximum allowed cursor image size is 128×128. Cursor images larger than 32×32 will also only be displayed if the mouse cursor image is entirely located within the page for security reasons.


void set_default_cursor_shape(shape: CursorShape = 0) 🔗

Establece la forma del cursor por defecto para ser usado en la vista en lugar de la CURSOR_ARROW.

Nota: Si quieres cambiar la forma del cursor por defecto para los nodos de Control, usa Control.mouse_default_cursor_shape en su lugar.

Nota: Este método genera un InputEventMouseMotion para actualizar el cursor inmediatamente.


void set_gravity(value: Vector3) 🔗

Sets the gravity value of the accelerometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_gyroscope(value: Vector3) 🔗

Sets the value of the rotation rate of the gyroscope sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


void set_joy_light(device: int, color: Color) 🔗

Sets the joypad's LED light, if available, to the specified color. See also has_joy_light().

Note: There is no way to get the color of the light from a joypad. If you need to know the assigned color, store it separately.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void set_joy_motion_sensors_calibration(device: int, calibration_info: Dictionary) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Sets the specified joypad's calibration information. See also get_joy_motion_sensors_calibration().

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void set_joy_motion_sensors_enabled(device: int, enable: bool) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Enables or disables the motion sensors (accelerometer and gyroscope), if available, on the specified joypad.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

It's recommended to disable the motion sensors when they're no longer being used, because otherwise it might drain the controller battery faster.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void set_magnetometer(value: Vector3) 🔗

Sets the value of the magnetic field of the magnetometer sensor. Can be used for debugging on devices without a hardware sensor, for example in an editor on a PC.

Note: This value can be immediately overwritten by the hardware sensor value on Android and iOS.


bool should_ignore_device(vendor_id: int, product_id: int) const 🔗

Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable SDL_GAMECONTROLLER_IGNORE_DEVICES. Read the SDL documentation for more information.

Note: Some 3rd party tools can contribute to the list of ignored devices. For example, SteamInput creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.


void start_joy_motion_sensors_calibration(device: int) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Starts the process of calibrating the specified joypad's gyroscope, if it has one.

Once a joypad's gyroscope has been calibrated correctly (e.g. laying still on a table without being rotated), get_joy_gyroscope() will return values close or equal to Vector3.ZERO when the joypad is not being rotated.

Here's an example of how to use joypad gyroscope and gyroscope calibration in your games:

const GYRO_SENSITIVITY = 10.0

func _ready():
    # In this example we only use the first connected joypad (id 0).
    if 0 not in Input.get_connected_joypads():
        return

    if not Input.has_joy_motion_sensors(0):
        return

    # We must enable the motion sensors before using them.
    Input.set_joy_motion_sensors_enabled(0, true)

    # (Tell the users here that they need to put their joypads on a flat surface and wait for confirmation.)

    # Start the calibration process.
    calibrate_motion()

func _process(delta):
    # Only move the object if the joypad motion sensors are calibrated.
    if Input.is_joy_motion_sensors_calibrated(0):
        move_object(delta)

func calibrate_motion():
    Input.start_joy_motion_sensors_calibration(0)

    # Wait for some time.
    await get_tree().create_timer(1.0).timeout

    Input.stop_joy_motion_sensors_calibration(0)
    # The joypad is now calibrated.

func move_object(delta):
    var node: Node3D = ... # Put your node here.

    var gyro := Input.get_joy_gyroscope(0)
    node.rotation.x -= -gyro.y * GYRO_SENSITIVITY * delta # Use rotation around the Y axis (yaw) here.
    node.rotation.y += -gyro.x * GYRO_SENSITIVITY * delta # Use rotation around the X axis (pitch) here.

Note: Accelerometer sensor doesn't usually require calibration.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void start_joy_vibration(device: int, weak_magnitude: float, strong_magnitude: float, duration: float = 0) 🔗

Starts to vibrate the joypad. See also has_joy_vibration() and is_joy_vibrating().

Joypads usually come with two rumble motors, a strong and a weak one.

weak_magnitude is the strength of the weak motor (between 0.0 and 1.0).

strong_magnitude is the strength of the strong motor (between 0.0 and 1.0).

duration is the duration of the effect in seconds (a duration of 0.0 will try to play the vibration as long as possible, which is about 65 seconds).

The vibration can be stopped early by calling stop_joy_vibration().

See also get_joy_vibration_strength() and get_joy_vibration_duration().

Note: For macOS, vibration is only supported in macOS 11 and later. When connected via USB, vibration is only supported for major brand controllers (except Xbox One and Xbox Series X/S controllers) due to macOS limitations.


void stop_joy_motion_sensors_calibration(device: int) 🔗

Experimental: Este método podría ser modificado o eliminado en versiones futuras.

Stops the calibration process of the specified joypad's motion sensors.

See start_joy_motion_sensors_calibration() for an example on how to use joypad motion sensors and calibration in your games.

Note: This feature is only supported on Windows, Linux, macOS, and iOS.


void stop_joy_vibration(device: int) 🔗

Stops the vibration of the joypad started with start_joy_vibration().


void vibrate_handheld(duration_ms: int = 500, amplitude: float = -1.0) 🔗

Vibrate the handheld device for the specified duration in milliseconds.

amplitude is the strength of the vibration, as a value between 0.0 and 1.0. If set to -1.0, the default vibration strength of the device is used.

Note: This method is implemented on Android, iOS, and Web. It has no effect on other platforms.

Note: For Android, vibrate_handheld() requires enabling the VIBRATE permission in the export preset. Otherwise, vibrate_handheld() will have no effect.

Note: For iOS, specifying the duration is only supported in iOS 13 and later.

Note: For Web, the amplitude cannot be changed.

Note: Some web browsers such as Safari and Firefox for Android do not support vibrate_handheld().

Note: Device settings such as vibration on/off, "do not disturb" mode or specific haptic feedback on/off may prevent vibrate_handheld() effects.


void warp_mouse(position: Vector2) 🔗

Sets the mouse position to the specified vector, provided in pixels and relative to an origin at the upper left corner of the currently focused Window Manager game window.

Mouse position is clipped to the limits of the screen resolution, or to the limits of the game window if MouseMode is set to MOUSE_MODE_CONFINED or MOUSE_MODE_CONFINED_HIDDEN.

Note: warp_mouse() is only supported on Windows, macOS and Linux. It has no effect on Android, iOS and Web.