Attention: Here be dragons

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

繼承: Object

用於處理輸入的單例。

說明

Input 是處理鍵盤按鍵、滑鼠按鈕及移動、遊戲手柄、輸入動作等的單例。動作以及對應的事件可以在專案 > 專案設定輸入對應分頁中設定,也可以使用 InputMap 類設定。

注意:Input 的方法反映的是全域輸入狀態,不受 Control.accept_event()Viewport.set_input_as_handled() 的影響,因為這兩個方法處理的是輸入在 SceneTree 中傳播的方式。

教學

屬性

bool

emulate_mouse_from_touch

bool

emulate_touch_from_mouse

bool

ignore_joypad_on_unfocused_application

MouseMode

mouse_mode

bool

use_accumulated_input

方法

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)


訊號

joy_connection_changed(device: int, connected: bool) 🔗

連接或斷開遊戲手柄裝置時觸發。


列舉

enum MouseMode: 🔗

MouseMode MOUSE_MODE_VISIBLE = 0

如果滑鼠游標處於隱藏狀態,則使其可見。

MouseMode MOUSE_MODE_HIDDEN = 1

如果滑鼠游標是可見的,則使其隱藏。

MouseMode MOUSE_MODE_CAPTURED = 2

捕獲滑鼠。滑鼠將被隱藏,其位置被鎖定在視窗管理器視窗的中心。

注意:如果你想在這種模式下處理滑鼠的移動,則需要使用 InputEventMouseMotion.relative

MouseMode MOUSE_MODE_CONFINED = 3

將滑鼠游標限制在遊戲視窗內,並使其可見。

MouseMode MOUSE_MODE_CONFINED_HIDDEN = 4

將滑鼠游標限制在遊戲視窗內,並使其隱藏。

MouseMode MOUSE_MODE_MAX = 5

Max value of the MouseMode.


enum CursorShape: 🔗

CursorShape CURSOR_ARROW = 0

箭頭游標。標準,預設指向游標。

CursorShape CURSOR_IBEAM = 1

I 形游標。通常用於指示點擊滑鼠後文字游標的位置。

CursorShape CURSOR_POINTING_HAND = 2

指向手形游標。通常用在指示連結或其他可互動項上。

CursorShape CURSOR_CROSS = 3

十字游標。通常出現在可以執行繪製操作或進行選擇的區域上方。

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

拖動游標。通常在拖動某物時顯示。

注意:Windows 上沒有拖動游標,因此 CURSOR_DRAG 與該平臺的 CURSOR_MOVE 相同。

CursorShape CURSOR_CAN_DROP = 7

可以放下的游標。通常在拖動東西時顯示,表示可以在目前位置放下。

CursorShape CURSOR_FORBIDDEN = 8

禁止的游標。表示目前操作是被禁止的(例如,拖動東西時)或某個位置的控制項被禁用。

CursorShape CURSOR_VSIZE = 9

垂直調整大小的游標。一個雙頭的垂直箭頭。它告訴使用者他們可以垂直地調整視窗或面板的大小。

CursorShape CURSOR_HSIZE = 10

水平調整尺寸的游標。一個雙頭的水平箭頭。它告訴使用者他們可以水平調整視窗或面板的大小。

CursorShape CURSOR_BDIAGSIZE = 11

視窗調整大小的游標。該游標是一個雙頭箭頭,從左下方到右上方。它告訴使用者他們可以在水平和垂直方向上調整視窗或面板的大小。

CursorShape CURSOR_FDIAGSIZE = 12

視窗調整大小的游標。是一個雙頭的箭頭,從左上角到右下角,與 CURSOR_BDIAGSIZE 相反。它告訴使用者他們可以在水平和垂直方向上調整視窗或面板的大小。

CursorShape CURSOR_MOVE = 13

移動游標。表示那些東西可以移動。

CursorShape CURSOR_VSPLIT = 14

垂直拆分滑鼠游標。在 Windows 上與 CURSOR_VSIZE 相同。

CursorShape CURSOR_HSPLIT = 15

水平分割的滑鼠游標。在 Windows 上與 CURSOR_HSIZE 相同。

CursorShape CURSOR_HELP = 16

幫助游標。通常是一個問號。


屬性說明

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()

如果為 true,則作業系統發送的相似輸入事件將被累積。當輸入累積被啟用時,在影格期間內所有生成的輸入事件,將在影格完成算繪時被合併並行出。因此,這會將每秒輸入方法被呼叫的數量限制為算繪 FPS。

輸入累積可以被禁用,以增加 CPU 使用率為代價,獲得稍微更具精確性/反應性的輸入。在需要徒手繪製線條的套用程式中,輸入累積通常應在使用者繪製線條時被禁用,以獲得與實際輸入非常接近的結果。

注意:輸入累積預設是啟用的


方法說明

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

這將類比按下指定的按鍵動作。

強度可以用於非布耳運算的動作,它的範圍在 0 到 1 之間,代表給定動作的力度。

注意:這個方法不會引起任何 Node._input() 呼叫。它旨在與 is_action_pressed()is_action_just_pressed() 一起使用。如果你想模擬 _input,請使用 parse_input_event() 代替。


void action_release(action: StringName) 🔗

如果已按下指定操作,那麼將釋放它。


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

在對應資料庫中新增新的對應條目(SDL2 格式)。可選更新已連接的裝置。


void clear_joy_motion_sensors_calibration(device: int) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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() 🔗

將目前緩衝區內的所有輸入事件發送給遊戲迴圈。這些事件可能是由於累積輸入(use_accumulated_input)或敏捷輸入更新(ProjectSettings.input_devices/buffering/agile_event_flushing)而被緩衝的結果。

引擎已經會在關鍵的執行點執行此操作,至少每影格一次。然而,在你想要精確控制事件處理時間的高級情況下,這可能是有用的。


Vector3 get_accelerometer() const 🔗

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

Note this method returns an empty Vector3 when running from the editor even when your device has an accelerometer. You must export your project to a supported device to read values from the accelerometer.

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_accelerometer must be enabled.


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

返回一個介於 0 和 1 之間的值,表示給定動作的原始強度,忽略動作的死區。在大多數情況下,應該改用 get_action_strength()

如果 exact_matchfalse,它會忽略 InputEventKeyInputEventMouseButton 事件的額外輸入修飾鍵,以及 InputEventJoypadMotion 事件的方向。


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 🔗

通過指定兩個動作來獲取軸的輸入,一個是負的,一個是正的。

這是 Input.get_action_strength("positive_action")-Input.get_action_strength("negative_action") 的簡寫。


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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

返回位於指定裝置索引的遊戲手柄名稱,例如 PS4 Controller。Godot 使用 SDL2 遊戲控制器資料庫來確定遊戲手柄的名稱。


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) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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() 🔗

返回上次的滑鼠速度。為了提供精確且無抖動的速度,滑鼠速度僅每 0.1 秒計算一次。因此,滑鼠速度將滯後於滑鼠移動。


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 🔗

將滑鼠按鍵作為一個位遮罩返回。如果多個滑鼠按鈕同時被按下,則這些位將被加在一起。相當於 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 🔗

通過指定正負 X 和 Y 軸的四個動作來獲取輸入向量。

這個方法在獲取向量輸入時很有用,比如從操縱桿、方向盤、箭頭或 WASD。向量的長度被限制為 1,並且有一個圓形的死區,這對於使用向量輸入進行運動很有用。

預設情況下,死區根據動作死區的平均值自動計算。然而,你可以把死區覆蓋為任何你想要的值(在 0 到 1 的範圍內)。


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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

如果任何動作、按鍵、遊戲手柄按鈕、或滑鼠按鈕正被按下,則返回 true。如果動作是通過呼叫 action_press() 以通過程式碼來模擬,該方法也將返回 true


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) 🔗

如果系統知道指定的裝置,則返回 true。這意味著它設定了所有按鈕和軸索引。未知的遊戲手柄預計不會配對這些常數,但仍然可以從中檢索事件。


bool is_joy_motion_sensors_calibrated(device: int) const 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

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)

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) 🔗

設定加速度感測器的加速度值。可以用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上的編輯器中。

注意:這個值在 Android 和 iOS 上可立即被硬體感測器的值所覆蓋。


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) 🔗

設定該視口中使用的預設游標形狀,而不是 CURSOR_ARROW

注意:如果要更改 Control 節點的預設游標形狀,請改用 Control.mouse_default_cursor_shape

注意:這個方法會生成一個 InputEventMouseMotion 以立即更新游標。


void set_gravity(value: Vector3) 🔗

設定加速度感測器的重力值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上的編輯器中。

注意:這個值在 Android 和 iOS 上可立即被硬體感測器的值覆蓋。


void set_gyroscope(value: Vector3) 🔗

設定陀螺儀感測器的旋轉速率值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上的編輯器中。

注意:在 Android 和 iOS 上,這個值可立即被硬體感測器的值所覆蓋。


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) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

設定磁力感測器的磁場值。可用於在沒有硬體感測器的裝置上進行除錯,例如在 PC 上的編輯器中。

注意:在 Android 和 iOS 上,這個值可立即被硬體感測器的值所覆蓋。


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

查詢是否要忽略輸入裝置。可以透過設定環境變數 SDL_GAMECONTROLLER_IGNORE_DEVICES 來忽略裝置。閱讀 SDL 檔案 以了解更多資訊。

注意: 某些第三方工具可以新增忽略裝置列表。例如,SteamInput 從實體裝置建立虛擬裝置以進行重新對應。為了避免處理相同輸入裝置兩次,原始裝置將新增到忽略列表中。


void start_joy_motion_sensors_calibration(device: int) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

實驗性: 此方法可能在未來版本中變更或移除。

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) 🔗

停止使用 start_joy_vibration() 啟動的遊戲手柄的振動。


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) 🔗

將滑鼠位置設定為指定的向量,單位為圖元,並相對於目前聚焦的視窗管理器遊戲視窗左上角的原點。

如果 MouseMode 被設定為 MOUSE_MODE_CONFINEDMOUSE_MODE_CONFINED_HIDDEN,則滑鼠位置會被鉗制在螢幕解析度的限制內,或者鉗制在遊戲視窗的限制內。

注意:warp_mouse() 僅支援 Windows、macOS 和 Linux。它對 Android、iOS 和 Web 沒有影響。