InputMap

package
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Published: Sep 11, 2025 License: MIT Imports: 24 Imported by: 0

Documentation

Overview

Package InputMap provides methods for working with InputMap object instances.

Index

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 ActionEraseEvents

func ActionEraseEvents(action string)

Removes all events from an action.

func ActionGetDeadzone

func ActionGetDeadzone(action string) Float.X

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

func ActionSetDeadzone(action string, deadzone Float.X)

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

func AddActionOptions(action string, deadzone Float.X)

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 EraseAction

func EraseAction(action string)

Removes an action from the [InputMap].

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 GetActions

func GetActions() []string

Returns an array of all actions in the [InputMap].

func HasAction

func HasAction(action string) bool

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

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

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

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.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.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.InputMap

Manages all [InputEventAction] which can be created/modified from the project settings menu [b]Project > Project Settings > Input Map[/b] or in code with [method add_action] and [method action_add_event]. See [method Node._input].

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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