godot/doc/classes/InputMap.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="InputMap" inherits="Object" version="4.0">
<brief_description>
Singleton that manages [InputEventAction].
</brief_description>
<description>
Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project &gt; Project Settings &gt; Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].
</description>
<tutorials>
<link title="InputEvent: InputMap">https://docs.godotengine.org/en/latest/tutorials/inputs/inputevent.html#inputmap</link>
</tutorials>
<methods>
<method name="action_add_event">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="event" type="InputEvent" />
<description>
Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
</description>
</method>
<method name="action_erase_event">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="event" type="InputEvent" />
<description>
Removes an [InputEvent] from an action.
</description>
</method>
<method name="action_erase_events">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<description>
Removes all events from an action.
</description>
</method>
<method name="action_get_deadzone">
<return type="float" />
<argument index="0" name="action" type="StringName" />
<description>
Returns a deadzone value for the action.
</description>
</method>
<method name="action_get_events">
<return type="Array" />
<argument index="0" name="action" type="StringName" />
<description>
Returns an array of [InputEvent]s associated with a given action.
</description>
</method>
<method name="action_has_event">
<return type="bool" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="event" type="InputEvent" />
<description>
Returns [code]true[/code] if the action has the given [InputEvent] associated with it.
</description>
</method>
<method name="action_set_deadzone">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="deadzone" type="float" />
<description>
Sets a deadzone value for the action.
</description>
</method>
<method name="add_action">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<argument index="1" name="deadzone" type="float" default="0.5" />
<description>
Adds an empty action to the [InputMap] with a configurable [code]deadzone[/code].
An [InputEvent] can then be added to this action with [method action_add_event].
</description>
</method>
<method name="erase_action">
<return type="void" />
<argument index="0" name="action" type="StringName" />
<description>
Removes an action from the [InputMap].
</description>
</method>
<method name="event_is_action" qualifiers="const">
<return type="bool" />
<argument index="0" name="event" type="InputEvent" />
<argument index="1" name="action" type="StringName" />
<argument index="2" name="exact_match" type="bool" default="false" />
<description>
Returns [code]true[/code] if the given event is part of an existing action. This method ignores keyboard modifiers if the given [InputEvent] is not pressed (for proper release detection). See [method action_has_event] if you don't want this behavior.
If [code]exact_match[/code] is [code]false[/code], it ignores the input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
</description>
</method>
<method name="get_actions">
<return type="Array" />
<description>
Returns an array of all actions in the [InputMap].
</description>
</method>
<method name="has_action" qualifiers="const">
<return type="bool" />
<argument index="0" name="action" type="StringName" />
<description>
Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
</description>
</method>
<method name="load_from_project_settings">
<return type="void" />
<description>
Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
</description>
</method>
</methods>
</class>