Documentation
¶
Overview ¶
Package InputMap provides methods for working with InputMap object instances.
Index ¶
- func ActionAddEvent(action string, event InputEvent.Instance)
- func ActionEraseEvent(action string, event InputEvent.Instance)
- func ActionEraseEvents(action string)
- func ActionGetDeadzone(action string) Float.X
- func ActionGetEvents(action string) []InputEvent.Instance
- func ActionHasEvent(action string, event InputEvent.Instance) bool
- func ActionSetDeadzone(action string, deadzone Float.X)
- func AddAction(action string)
- func AddActionOptions(action string, deadzone Float.X)
- func Advanced() class
- func EraseAction(action string)
- func EventIsAction(event InputEvent.Instance, action string, exact_match bool) bool
- func EventIsActionOptions(event InputEvent.Instance, action string, exact_match bool) bool
- func GetActions() []string
- func HasAction(action string) bool
- func LoadFromProjectSettings()
- type Extension
- type ID
- type Instance
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func ActionAddEvent ¶
func ActionAddEvent(action string, event InputEvent.Instance)
Adds an [InputEvent] to an action. This [InputEvent] will trigger the action.
func ActionEraseEvent ¶
func ActionEraseEvent(action string, event InputEvent.Instance)
Removes an [InputEvent] from an action.
func ActionGetDeadzone ¶
Returns a deadzone value for the action.
func ActionGetEvents ¶
func ActionGetEvents(action string) []InputEvent.Instance
Returns an array of [InputEvent]s associated with a given action. [b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), this method will return events for the editor action. If you want to access your project's input binds from the editor, read the [code]input/*[/code] settings from [ProjectSettings].
func ActionHasEvent ¶
func ActionHasEvent(action string, event InputEvent.Instance) bool
Returns [code]true[/code] if the action has the given [InputEvent] associated with it.
func ActionSetDeadzone ¶
Sets a deadzone value for the action.
func AddAction ¶
func AddAction(action string)
Adds an empty action to the [InputMap] with a configurable [param deadzone]. An [InputEvent] can then be added to this action with [method action_add_event].
func AddActionOptions ¶
Adds an empty action to the [InputMap] with a configurable [param deadzone]. An [InputEvent] can then be added to this action with [method action_add_event].
func Advanced ¶
func Advanced() class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
func EventIsAction ¶
func EventIsAction(event InputEvent.Instance, action string, exact_match bool) bool
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 [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
func EventIsActionOptions ¶
func EventIsActionOptions(event InputEvent.Instance, action string, exact_match bool) bool
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 [param exact_match] is [code]false[/code], it ignores additional input modifiers for [InputEventKey] and [InputEventMouseButton] events, and the direction for [InputEventJoypadMotion] events.
func HasAction ¶
Returns [code]true[/code] if the [InputMap] has a registered action with the given name.
func LoadFromProjectSettings ¶
func LoadFromProjectSettings()
Clears all [InputEventAction] in the [InputMap] and load it anew from [ProjectSettings].
Types ¶
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.