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Input

Inherits: Object

A singleton for handling inputs.

Description

The Input singleton handles key presses, mouse buttons and movement, gamepads, and input actions. Actions and their events can be set in the Input Map tab in Project > Project Settings, or with the InputMap class.

Note: Input's methods reflect the global input state and are not affected by Control.accept_event or Viewport.set_input_as_handled, as those methods only deal with the way input is propagated in the SceneTree.

Tutorials

Properties

MouseMode

mouse_mode

bool

use_accumulated_input

Methods

void

action_press ( StringName action, float strength=1.0 )

void

action_release ( StringName action )

void

add_joy_mapping ( String mapping, bool update_existing=false )

void

flush_buffered_events ( )

Vector3

get_accelerometer ( ) const

float

get_action_raw_strength ( StringName action, bool exact_match=false ) const

float

get_action_strength ( StringName action, bool exact_match=false ) const

float

get_axis ( StringName negative_action, StringName positive_action ) const

int[]

get_connected_joypads ( )

CursorShape

get_current_cursor_shape ( ) const

Vector3

get_gravity ( ) const

Vector3

get_gyroscope ( ) const

float

get_joy_axis ( int device, JoyAxis axis ) const

String

get_joy_guid ( int device ) const

Dictionary

get_joy_info ( int device ) const

String

get_joy_name ( int device )

float

get_joy_vibration_duration ( int device )

Vector2

get_joy_vibration_strength ( int device )

Vector2

get_last_mouse_velocity ( )

Vector3

get_magnetometer ( ) const

BitField<MouseButtonMask>

get_mouse_button_mask ( ) const

Vector2

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

bool

is_action_just_pressed ( StringName action, bool exact_match=false ) const

bool

is_action_just_released ( StringName action, bool exact_match=false ) const

bool

is_action_pressed ( StringName action, bool exact_match=false ) const

bool

is_anything_pressed ( ) const

bool

is_joy_button_pressed ( int device, JoyButton button ) const

bool

is_joy_known ( int device )

bool

is_key_label_pressed ( Key keycode ) const

bool

is_key_pressed ( Key keycode ) const

bool

is_mouse_button_pressed ( MouseButton button ) const

bool

is_physical_key_pressed ( Key keycode ) const

void

parse_input_event ( InputEvent event )

void

remove_joy_mapping ( String guid )

void

set_accelerometer ( Vector3 value )

void

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

void

set_default_cursor_shape ( CursorShape shape=0 )

void

set_gravity ( Vector3 value )

void

set_gyroscope ( Vector3 value )

void

set_magnetometer ( Vector3 value )

bool

should_ignore_device ( int vendor_id, int product_id ) const

void

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

void

stop_joy_vibration ( int device )

void

vibrate_handheld ( int duration_ms=500 )

void

warp_mouse ( Vector2 position )


Signals

joy_connection_changed ( int device, bool connected )

Emitted when a joypad device has been connected or disconnected.


Enumerations

enum MouseMode:

MouseMode MOUSE_MODE_VISIBLE = 0

Makes the mouse cursor visible if it is hidden.

MouseMode MOUSE_MODE_HIDDEN = 1

Makes the mouse cursor hidden if it is visible.

MouseMode MOUSE_MODE_CAPTURED = 2

Captures the mouse. The mouse will be hidden and its position locked at the center of the window manager's window.

Note: If you want to process the mouse's movement in this mode, you need to use InputEventMouseMotion.relative.

MouseMode MOUSE_MODE_CONFINED = 3

Confines the mouse cursor to the game window, and make it visible.

MouseMode MOUSE_MODE_CONFINED_HIDDEN = 4

Confines the mouse cursor to the game window, and make it hidden.


enum CursorShape:

CursorShape CURSOR_ARROW = 0

Arrow cursor. Standard, default pointing cursor.

CursorShape CURSOR_IBEAM = 1

I-beam cursor. Usually used to show where the text cursor will appear when the mouse is clicked.

CursorShape CURSOR_POINTING_HAND = 2

Pointing hand cursor. Usually used to indicate the pointer is over a link or other interactable item.

CursorShape CURSOR_CROSS = 3

Cross cursor. Typically appears over regions in which a drawing operation can be performed or for selections.

CursorShape CURSOR_WAIT = 4

Wait cursor. Indicates that the application is busy performing an operation. This cursor shape denotes that the application isn't usable 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. This cursor shape denotes that the application 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

Can drop cursor. Usually displayed when dragging something to indicate that it can be dropped at the current position.

CursorShape CURSOR_FORBIDDEN = 8

Forbidden cursor. Indicates that the current action is forbidden (for example, when dragging something) or that the control at a position is disabled.

CursorShape CURSOR_VSIZE = 9

Vertical resize mouse cursor. A double-headed vertical arrow. It tells the user they can resize the window or the panel vertically.

CursorShape CURSOR_HSIZE = 10

Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells the user they can resize the window or the panel horizontally.

CursorShape CURSOR_BDIAGSIZE = 11

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the bottom left to the top right. It tells the user they can resize the window or the panel both horizontally and vertically.

CursorShape CURSOR_FDIAGSIZE = 12

Window resize mouse cursor. The cursor is a double-headed arrow that goes from the top left to the bottom right, the opposite of