Input
Hérite de : Object
Un singleton pour gérer les entrées.
Description
Le singleton Input gère les pressions de touches, les clics et mouvements de souris, les manettes et les points d'entrées d'actions. Les actions et leurs évènements peuvent être configurés depuis l'onglet Contrôles dans Projet > Paramètres du projet..., ou avec la classe InputMap.
Note: Les méthodes d'Input reflètent l'état général des entrées et ne sont pas altérées par Control.accept_event() ou Viewport.set_input_as_handled(), étant donné que ces méthodes ne s'occupent que de la manière dont les entrées sont propagées dans le SceneTree.
Tutoriels
Propriétés
Méthodes
Signaux
joy_connection_changed(device: int, connected: bool) 🔗
Émis quand un contrôleur a été connecté ou déconnecté.
Énumérations
enum MouseMode: 🔗
MouseMode MOUSE_MODE_VISIBLE = 0
Rend le curseur visible de la souris s'il caché.
Masque le curseur de la souris s'il visible.
MouseMode MOUSE_MODE_CAPTURED = 2
Capture la souris. La souris sera cachée et sa position verrouillée au centre de la fenêtre du gestionnaire de fenêtre.
Note : Si vous voulez traiter le mouvement de la souris dans ce mode, vous devez utiliser InputEventMouseMotion.relative.
MouseMode MOUSE_MODE_CONFINED = 3
Confine le curseur de la souris à la fenêtre de jeu, et le rend visible.
Confine le curseur de la souris à la fenêtre de jeu, et le rend invisible.
MouseMode MOUSE_MODE_MAX = 5
Valeur maximale de MouseMode.
enum CursorShape: 🔗
CursorShape CURSOR_ARROW = 0
Le curseur flèche. Le pointeur standard.
CursorShape CURSOR_IBEAM = 1
Le curseur poutre en I. Sert en général à afficher où le curseur de texte sera placé quand la souris sera cliquée.
CursorShape CURSOR_POINTING_HAND = 2
Le curseur avec la main. Utilisé en général quand le curseur survole un lien ou un élément interactif.
CursorShape CURSOR_CROSS = 3
Le curseur en croix. Utilisé typiquement pour les régions où l'on peut dessiner, ou pour les sélections.
CursorShape CURSOR_WAIT = 4
Le curseur d'attente. Indique que l'application est occupée à effectuer une opération, et qu'elle ne peut pas être utilisée pendant l'opération (par exemple, quelque chose bloque son fil principal).
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
Le curseur pour déposer. Permet d'afficher une destination pour le déposer-glisser si l'emplacement survolé permet de déposer l'élément glissé.
CursorShape CURSOR_FORBIDDEN = 8
Le curseur d'interdiction. Indique que l'action actuelle est interdite (par ex. : en déplaçant un élément) ou que le contrôle à cette position est désactivé.
CursorShape CURSOR_VSIZE = 9
Le curseur de redimensionnement vertical. Une flèche à double tête. Elle précise qu'une fenêtre ou qu'un panneau peut être redimensionné verticalement.
CursorShape CURSOR_HSIZE = 10
Le curseur de redimensionnement horizontal. Une flèche à double tête. Elle précise qu'une fenêtre ou qu'un panneau peut être redimensionné horizontalement.
CursorShape CURSOR_BDIAGSIZE = 11
Le curseur de redimensionnement de fenêtre. Une flèche à double tête du bas gauche vers le haut droit. Elle précise qu'une fenêtre ou qu'un panneau peut être redimensionné horizontalement et verticalement.
CursorShape CURSOR_FDIAGSIZE = 12
Le curseur de redimensionnement de fenêtre. Une flèche à double tête du haut gauche vers le bas droit, l'inverse de CURSOR_BDIAGSIZE. Elle précise qu'une fenêtre ou qu'un panneau peut être redimensionné horizontalement et verticalement.
CursorShape CURSOR_MOVE = 13
Le curseur de déplacement. Indique que quelque chose peut être déplacé.
CursorShape CURSOR_VSPLIT = 14
Le curseur de séparation verticale. Permet de déplacer la séparation horizontale entre deux vues. Sous Windows, c'est pareil que CURSOR_VSIZE.
CursorShape CURSOR_HSPLIT = 15
Le curseur de séparation horizontale. Permet de déplacer la séparation verticale entre deux vues. Sous Windows, c'est pareil que CURSOR_HSIZE.
CursorShape CURSOR_HELP = 16
Le curseur d'aide. Généralement un point d'interrogation.
Descriptions des propriétés
bool emulate_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 🔗
If true, sends touch input events when clicking or dragging the mouse. See also ProjectSettings.input_devices/pointing/emulate_touch_from_mouse.
Contrôle le mode de souris.
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.
Descriptions des méthodes
void action_press(action: StringName, strength: float = 1.0) 🔗
Cela simulera la pression de l'action spécifiée.
La force peut être utilisée pour les actions non-booléennes, elle est comprise entre 0 et 1 et représente l'intensité de l'action donnée.
Note : Cette méthode ne causera aucun appel à Node._input(). Il est destiné à être utilisé avec is_action_pressed() et is_action_just_pressed(). Si vous voulez simuler _input, utilisez plutôt parse_input_event().
void action_release(action: StringName) 🔗
Si l'action spécifiée est déjà pressé, elle sera relâchée.
void add_joy_mapping(mapping: String, update_existing: bool = false) 🔗
Ajoute une nouvelle entrée d'association (en format SDL2) à la base de données d'association. Met à jour optionnellement les appareils déjà connectés.
void flush_buffered_events() 🔗
Envoie tous les événements d'entrée qui sont dans le buffer actuel à la boucle de jeu. Ces événements ont peut-être été mis dans le buffer à la suite de d'entrées accumulées (use_accumulated_input) ou d'évacuation d'entrée agile (ProjectSettings.input_devices/buffering/agile_event_flushing).
Le moteur le fera déjà aux points d'exécution clés (au moins une fois par trame). Cependant, cela peut être utile dans les cas avancés où vous voulez un contrôle précis sur le moment de la manipulation des événements.
Vector3 get_accelerometer() const 🔗
Renvoie l'accélération en m/s2 de l'accéléromètre de l'appareil, si l'appareil en a un. Sinon, la méthode renvoie Vector3.ZERO.
Notez que cette méthode renvoie un Vector3 vide lors de l'exécution dans l'éditeur même lorsque votre appareil a un accéléromètre. Vous devez exporter votre projet vers un appareil supporté pour lire les valeurs de l'accéléromètre.
Note : Cette méthode ne fonctionne que sur Android et iOS. Sur d'autres plateformes, elle renvoie toujours Vector3.ZERO.
Note : Sur Android, ProjectSettings.input_devices/sensors/enable_accelerometer doit être activé.
float get_action_raw_strength(action: StringName, exact_match: bool = false) const 🔗
Renvoie une valeur entre 0 et 1 représentant l'intensité brute de l'action donnée, ignorant la zone morte de l'action. Dans la plupart des cas, vous devriez utiliser get_action_strength() à la place.
Si exact_match vaut false, ignore les modificateurs d'entrée supplémentaires pour les évènements InputEventKey et InputEventMouseButton, et la direction pour les évènements InputEventJoypadMotion.
float get_action_strength(action: StringName, exact_match: bool = false) const 🔗
Renvoie une valeur entre 0 et 1 représentant l'intensité de l'action donnée. Sur une manette, par exemple, le plus loin l'axe (stick analogiques ou gâchettes L2, R2) est de la zone morte, plus la valeur sera proche de 1. Si l'action est associée à un contrôle qui n'a pas d'axe tel que le clavier, la valeur renvoyée sera de 0 ou 1.
Si exact_match vaut false, ignore les modificateurs d'entrée supplémentaires pour les évènements InputEventKey et InputEventMouseButton, et la direction pour les évènements InputEventJoypadMotion.
float get_axis(negative_action: StringName, positive_action: StringName) const 🔗
Obtient l'entrée de l'axe en spécifiant deux actions, une négative et une positive.
C'est un raccourci pour écrire Input.get_action_strength("action_positive") - Input.get_action_strength("action_negative").
Array[int] get_connected_joypads() 🔗
Renvoie un Array contenant les identifiants de tous les manettes actuellement connectées.
CursorShape get_current_cursor_shape() const 🔗
Renvoie la forme du curseur actuellement assignée.
Renvoie la gravité en m/s² de l'accéléromètre de l'appareil, si l'appareil en a un. Sinon, la méthode renvoie Vector3.ZERO.
Note : Cette méthode ne fonctionne que sur Android et iOS. Sur les autres plateformes, elle renvoie toujours Vector3.ZERO.
Note : Sur Android, ProjectSettings.input_devices/sensors/enable_gravity doit être activé.
Vector3 get_gyroscope() const 🔗
Renvoie la vitesse de rotation en rad/s autour des axes X, Y et Z du gyroscope d'un appareil, si l'appareil en a un. Sinon, la méthode renvoie Vector3.ZERO.
Note : Cette méthode ne fonctionne que sur Android et iOS. Sur les autres plateformes, elle renvoie toujours Vector3.ZERO.
Note : Pour Android, ProjectSettings.input_devices/sensors/enable_gyroscope doit être activé.
float get_joy_axis(device: int, axis: JoyAxis) const 🔗
Renvoie la valeur actuelle de l'axe de manette à l'index axis.
String get_joy_guid(device: int) const 🔗
Returns an SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. 030000004c050000c405000000010000. Returns an empty string if it cannot be found. Godot uses the SDL2 game controller database 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.
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, and macOS, 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.
steam_input_index: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
On Windows, the dictionary can have an additional field:
xinput_index: The index of the controller in the XInput system. This key won't be present for devices not handled by XInput.
Note: The returned dictionary is always empty on Android, iOS, visionOS, and Web.
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) 🔗
Renvoie la durée de l'effet de vibration actuel en secondes.
Vector2 get_joy_vibration_strength(device: int) 🔗
Renvoie la force de la vibration de la manette : x est la force du moteur faible, et y est la force du moteur fort.
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 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.
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_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.
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.
bool is_mouse_button_pressed(button: MouseButton) const 🔗
Returns true if you are pressing the mouse button specified with MouseButton.
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.
void parse_input_event(event: InputEvent) 🔗
Feeds an InputEvent to the game. Can be used to artificially trigger input events from code. Also generates Node._input() calls.
var cancel_event = InputEventAction.new()
cancel_event.action = "ui_cancel"
cancel_event.pressed = true
Input.parse_input_event(cancel_event)
var cancelEvent = new InputEventAction();
cancelEvent.Action = "ui_cancel";
cancelEvent.Pressed = true;
Input.ParseInputEvent(cancelEvent);
Note: Calling this function has no influence on the operating system. So for example sending an InputEventMouseMotion will not move the OS mouse cursor to the specified position (use warp_mouse() instead) and sending Alt/Cmd + Tab as InputEventKey won't toggle between active windows.
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) 🔗
Sets the default cursor shape to be used in the viewport instead of CURSOR_ARROW.
Note: If you want to change the default cursor shape for Control's nodes, use Control.mouse_default_cursor_shape instead.
Note: This method generates an InputEventMouseMotion to update cursor immediately.
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_magnetometer(value: Vector3) 🔗
Définit la valeur du champ magnétique du capteur magnétique. Peut être utilisé pour du débogage sur des appareils sans capteur matériel, par exemple dans un éditeur sur un PC.
Note : Cette valeur peut être immédiatement écrasée par la valeur du capteur matériel sur Android et 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_vibration(device: int, weak_magnitude: float, strong_magnitude: float, duration: float = 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). The vibration can be stopped early by calling stop_joy_vibration().
Note: Not every hardware is compatible with long effect durations; it is recommended to restart an effect if it has to be played for more than a few seconds.
Note: For macOS, vibration is only supported in macOS 11 and later.
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().
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.